Paladin
Base Class: Paladin

A Holy warrior, bound to their beliefs and principles by blood, willing to sacrifice their own to uphold them. The blood oath paladin uses their blood and their enemy's blood as a weapon, bending the battlefield to their will. While their principles are set in stone, their battle tactics and weapon arsenals are often quite modern relative to their environment. Blood oath paladins, who usually tend to be female, often go to lands to purge their foes, bringing the fight to their doorstep before it is brought to theirs

Channel Divinity

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

Blood boil. As a bonus action, you can cause an aura to emanate up to 10 feet from you until the beginning of your next turn. Anyone other than you, who is hit by a melee attack in that aura will begin to overheat as their blood begins to rise in temperature and at the end of their next turn, they will fall unconscious for 1 minute unless they are disturbed in any way.

Bloody smite. When attacking a creature with a divine smite, you can choose to take from your lay-on-hands pool, adding what you took to your damage roll instead. However, you will take magical, radiant damage equal to half of whatever you took from the lay-on-hands pool rounded up to the nearest whole number.

Bloodhound

Your sense of smell becomes so accurate that you can sense up to 20 feet of your surroundings, granting blindsight. In addition to that, when within 10 feet of a creature with blood for 1 minute, you can get insight into their overall health, giving you their current hp, strength score, and constitution score

Blood moon

As a bonus action, a red hued moonlight emanates from your body up to 10 feet (30 feet at level 18) until the beginning of your next turn, through you can also turn it off whenever you like. When a ally is within this aura, any damage roll they make will immediately result in the maximum damage they can do with that spell or attack. You can do this equal to your proficiency bonus per long rest

Blood pact

As a bonus action, once per long rest, you can target a single creature you can see and create a blood pact with it. Until the end of your next turn, any damage you take will also be inflicted on them automatically, ignoring any resistance they may have. Conditions are not transferable, meaning that if you receive a condition, it will not.

Supraventricular tachycardia

With a bit of divine aid, you forcefully cause the blood in your own blood to circulate at extreme speeds as a bonus action, making your heart beat at dangerously high speeds but making you vastly more powerful as every last drop of your energy is pushed out.

You gain a level of exhaustion for using this and another for each round you have this activated. Though you gain a level of exhaustion, you do not suffer the effects until the ability is off and once it is back on, the effects are, again, negated. In return, each of your attacks does maximum damage, and you have advantage on all attack rolls. Once the fourth level of exhaustion has been reached, you also crit on every attack.

Note: The limited-use button is just a way to track whether this ability is on or off and nothing more; think of it like an on-or-off button.

Previous Versions

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10/12/2024 3:19:12 AM
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