Paladin
Base Class: Paladin

Those who take this oath believe that their actions and devotion can go beyond just their morals, but their blood and body. Believing that they can prove their strength through non-traditional means. 

Bloodsworne Paladins can be of any alignment, where there are good Bloodswornes who sacrifice their blood and body for others, there is also evil Bloodswornes who crave the blood of others and stop at no means to acquire it.

Level 3: Channel Divinity

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

Marked with Blood: After you land a melee weapon attack, you can use your reaction to curse your enemy's blood through your Channel Divinity, you inflict the Poisoned condition on your target, and in addition, any attack that lands against the creature you cursed does 1d6 Necrotic damage.


Form of New Flesh: You can use your Channel Divinity to inflict a new flesh form upon yourself, you gain the following benefits for one minute:

- You gain temporary hit points equal to your level.

- You can chose to use Necrotic damage instead of your normal weapon damage

- Your Strength and Charisma scores increases by 2.

Level 7: Aura of Rot

If a creature enters your Aura, they immediately suffer the effects of your rotting Aura as they take 1d8 Necrotic damage for every round they spend in you aura, in addition any allies in your aura regain 1d6 hit points each turn they spend in your aura.

Level 15: Flayer of Flesh

As a reaction, whenever a creature hits you with a melee attack, they must succeed on a Strength saving throw or be restrained by you.

Each turn they spend restrained does 2d8 Necrotic damage.

They must make another Strength saving throw on their turn to break out of it.

The DC for this ability is equal to your Spell save DC.

(Note: This ability is not triggered by ranged weapon attacks.)

You can use this ability an amount of times equal to your charisma modifier.

Level 20: Master of Blood and Bones

Siphoned Blood: Every weapon attack you land on a creature siphons 1d8 hit points, you can choose if you want these hit points to go to you, or to any allies within 60ft of you.

Flesh Guard: As an action, you summon two fleshy appendages known as "Flesh Guards" that sprout out from your back, these guards can be commanded as a bonus action, and can make attacks using your Strength modifier. You chose which type of guard are used from the list below. You can choose to have one of a type and one of another type, or have both as the same type.

Strongarm Guard: If this guard lands an attack, it does 2d8 Necrotic damage and the target must make a Strength saving throw or be knocked Prone.

- Dexterous Guard: If this guard lands an attack, it does 2d8 Necrotic damage and the target must make a Dexterity saving throw or be Grappled.

- Clawed Guard: If this guard lands an attack, it does 1d8 Necrotic and 1d8 Magical Piercing damage, and the target must make a Strength saving throw or be Restrained.

Barbed Guard: If this guard lands an attack, it does 1d8 Necrotic and 1d8 Poison damage, and the target must make a Constitution saving throw or be Paralyzed.

The DC for the saving throws are equal to your spell save DC. All guards have an AC equal to yours, and have 40 hit points, they can be re-summoned as an action. You can only have one summoned pair of Flesh Guards out at a time, and they disappear after a long rest. You may re-summon these Flesh Guards an amount of times equal to your proficiency bonus.

Comments

Posts Quoted:
Reply
Clear All Quotes