Paladin
Base Class: Paladin

Divinity has blessed your blood as a weapon, prove to your God that you are worth the wield this power. Cleanse the land all that you seek to be impure for you there is no wrong answers.

Sacrificial Might

Sacrifice blood from yourself or anyone with 5ft of range to your god for 1d6. (Creature must have blood) The offering will grant you +3 strength but must roll 1d4 for negative effects. This ability counts as an action and last three days. Ability can not be used again till you long rest after the affect has worn off from previous use. Ability can not be removed and must wait the duration of 3 days.

• 1- you received negative affects on Dex -3 

• 2- you received negative affects on Wis -3

• 3- you received negative affects on Int -3

• 4- you received negative affects on Cha -3

Dark Vision

You can see 30ft in the dark as gray vision.

you can sacrifice your blood or another's for 1d4 to see in night as if it was night vision for 60 ft (this wears off immediately at day break of dawn) or sacrifice your own blood for 1d10 to see thermal vision up to 100 feet. (This blinds you during day or heavy lit areas granting disadvantage on attacks rolls Minus your con modifier) 

When using night vision or thermal at night or in darken areas you gain advantage on perception checks and add your proficiency and con modifier to that perception check.

must long rest to remove thermal vision.

can only be used once per 3 days for thermal vision.

can only be use once per long rest for night vision.

Blessing of Might and Blood

Once you grapple someone you can use this ability for no action at all. Though you take 1d4 damage to yourself to make this ability work. (Must be grappling the target or able to use it free out of combat for any needs) once per short rest.

Empowered Might

You increase you Sacrificial Might by being able to add an additional 1d10 damage to yourself boosting your strength stat by +3 (6) This now can be used as a bonus action rather then regular action. (This 1d10 must come from yourself whether you have blood or not) Depending on what your 1d4 rolled you must make an Saving throw with disadvantage with that stat rolled. DC of 15+ saves.

If failed you gain additional -3 to the stat rolled for the pervious stat rolled for the 1d4

Your stat increase ignores stat cap

Divine heal

Your god has granted you the ability to sacrifice your own blood (whether you have blood or not) 2d10 damage to heal anyone of your choice or self for 4d10 plus con and proficiency modifier. If healing others using your sacrifice by drinking your blood they gain advantage on any ability checks and saving throws for one min. Must be in 5ft to heal another with this ability. This counts as an action. Only once per long rest.

Proven Devotion

You have proven to your god that you are worthy of his power. You are granted the following

• Natural rolls of 19 or 20 count as a critical.

• You infuse your blood to your weapon or weapons for 3d10 per weapon. You do the same damage that you rolled for each attack plus str and con modifier. For each attack you roll 2d6 of sacrificial damage to yourself. Everlasting but you gain exhaustion after one min of use. Able to remove this ability with an bonus action at anytime. Automatically ends when combat ends. (Can not use Divine Smite while this ability is active and can only be used once per long rest)

 

Embodiment of Divine Blood

You absorb 1/4 of blood from your target as health that you deal as damage for each strike.

You glow with crimson blood as Divinity has become your inherited power.

you gain the ability to charm those who drink your blood to fight for you or do as you say.

You can change water to blood and once done so you can 60ft swimming speed within the blood pool. (120 ft radius) you can breath blood and air. Can be done once per short rest. Everlasting.

gain a extra critical strike

blood cleave- if targets are within 10 ft of your target they take half damage of your strikes as well (you do not heal 1/4 from these targets)

 

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