Paladin
Base Class: Paladin

Paladins of the Oath of Bloodsworn live by their dual nature. Many of them worship Sanguin the two faced god of blood and just as him they realise that the blood brings Carnage as well as Relief of the injured. In combat Paladins of the Oath of the Bloodsworn manipulate their blood and imbued it with their divine powers to lash out at their foes and burn them or use it to heal the wounds of their peers. Playing a Paladin of the Oath of the Bloodsworn means walking a thin line between explosive damage and unparalleled healing on the one side and near death on the other side, only true masters may walk this path.

Tenets of the Bloodsworn
Sanguin the god of blood doesn't give his followers a set of tenets set in stone, like other deities would. Instead each Paladin who follows the Oath of the Bloodsworn arrives at similar tenets on his own. Still some will lean to one side of their gods dual nature and leave the path that is right. The following four tenets represent the Basic principles of the Oath of the Bloodsworn.

Blood flows. To praise Sanguin blood must flow whether its your own or that of someone else matters little to him. In fight strike fierce, but show mercy, for a dead body no longer gives the holy blood.

Blood of the same. Two who share their blood in ritual are bound forever in Sanguins Grace. Striking down your equal means striking down yourself.

Blood mends. If a wound could be healed by blood and time, it shall be healed by you. Yet you shall not heal what couldn't be healed by time and blood alone. If the blood stops flowing your part ends.

Life without blood. All that lives, lives by the blood. All that lives without the blood shall not live at all. Smite those that desecrate Sanguins holy work without restraint.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blood for Carnage. You can use your Channel Divinity to spill the blood of your enemy's and yourself alike. As a bonus action you can enter a state of blood frenzy that lasts for 1 minute. Whenever you hit a target while in this state, you can choose to expend 5 hit points to deal an additional +10 radiant or necrotic damage (your choice). The damage and the hit points expended increas to 10 and +20 on level 11. Damage taken from this feature doesn't affect you concentrating on a spell.

Blood for Mending. You can use your Channel Divinity to aid the injured. As an action you can present your holy symbol and expend up to 30 hit points. Distribute the same amount of hit points among any number of other creatures within 10 feet of you. This healing can never be used to heal you and can't heal undead or constructs.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

cure wounds, inflict wounds

5th

lesser restoration, healing spirit

9th

beacon of hope, life transference

13th

blight, death ward

17th

contagion, mass cure wounds

Aura of Bloodshed

Beginning at 7th level the blood spilled of those around you empowers you. Whenever a creature dies within 10 feet of you, you can get 1d8 temporary hit points (NOTE: temporary hit points can not be stacked).

At 18th level, the range of this aura increases to 30 feet.

Bloodfueld

Beginning at 15th level you can use your blood to fuel your magic. You can expend hit points to cast a spell without using a spell slot. The number of hit points needed for a spellslot is detailed in the Tabel below. After you use this feature two times you can't do so again, until you complete a long rest. You can't regain hit points from a spell cast with this feature.

Spell slot lvl.   Hit points required
1.                       5
2.                       10
3.                       20
4.                       30
5.                       45

Avatar of boiling blood

At level 20 your blood boils in your veins, empowering you and scorching those it touches. You gain the following benefits:
-You can choose to stay in your Blood for Carnage state indefinitely
-Whenever you kill a creature if you used your Blood for Carnage extra damage as part of the attack that killed it, you regain the hit points you spend on the attack
-Using your Blood for Mending feature heals twice the amount of hit points you spend for it
-You sprout wings of blood, that give you a flying speed of 60 feet

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