Paladin
Base Class: Paladin

The Oath of Blood is one of the darkest Oaths for a paladin to swear by, and a difficult path to tread. Paladins of Blood must take the Oath with the awareness that is is as much a curse as it is a blessing, and those who wield this power, also known as cursed knights or blood knights, often do so at great cost to themselves. To these soldiers of blood and god, the sanctity of a person is not as important as the will or good of a people, or the decimation of an evil force, and thus sacrifices of the willing are necessary and honourable.

TENETS OF BLOOD

The tenets of the Oath of Blood are signed as a contract upon swearing the Oath. Those who follow this path are warned of its dark and winding road, but must choose to walk it anyway, of their own free will. The blood in one's body must be stronger than the forces that would dare to shed it.

Binding Contract. To swear an oath is to uphold an oath. You must never fall from the path, and always strive towards its end.

Strength Of The Bond. The power bestowed is for the good of the people; you must be their brandished shield and shining axe.

Fury, Bone-Deep. Your blood should boil at the injustice wreaked upon the world by dark forces, and should burn at the thought of combating it.

Bleed For Me. Take on your back the suffering that another could not handle, and shoulder it with pride and honour.

Do Not Mourn. The evil that stalks the world is not kind, and neither should we be.

 

Channel Divinity

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

Blood for Blood. As an action, you whisper a word of power that resonates within your blood, using your Channel Divinity. Choose one weapon wielded by yourself or an ally within 10ft. You take the damage of the attack from that weapon as though it hit you, and your blood takes hold within the form.

The weapon does additional damage equal to your Charisma modifier (minimum of 1). The damage is radiant if your alignment is good or neutral, and necrotic if your alignment is evil, and counts as magical. This lasts for 1 minute, and ends early if the weapon leaves the hand of the wielder, the wielder is incapacitated or drops to 0 hit points.

Blood Frenzy. As an action, you open your mind to the bonds of blood and bone. Using your Channel Divinity, you gain advantage on melee attack rolls against a single creature of your choice within 30ft that doesn't have all its hit points for 1 minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Blood Spells
Paladin Level Spells

3rd

false life, hellish rebuke

5th

hold person, ray of enfeeblement

9th

slow, spirit guardians

13th

blight, locate creature

17th

antilife shell, dominate person

Aura of Blood

At 7th level, your connection to blood is thick with divine power. If you or an ally within 10 feet is hit with a melee attack, you may use your reaction to move to and attack the enemy.

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

Crimson Vision

From 15th level, your connection to the blood around you is so strong that it transcends yourself and your allies. You can no longer be surprised by creatures that have blood. In addition, if a creature is missing any of its hit points, you cannot be surprised by it, and it gains no benefit to AC from cover except full.

Blood Bound

At 20th level, the divine power in your blood can rise up and take form for a brief time. As an action, you are granted you incredible power for the duration of 1 minute. 

  • Your Blood for Blood damage is doubled, and ignores resistance to radiant or necrotic damage.
  • Whenever you reduce a creature to 0 hit points, you gain half of the damage taken in hit points as healing.
  • When a creature hits you with a melee attack, they must succeed on a Wisdom saving throw or become stunned until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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