Base Class: Paladin
Paladins who take the Oath of Blood forge a sacred bond with the essence of life itself, embracing both its vitality and the cost of spilling it. These warriors blend the principles of justice with the harsh realities of battle, wielding their own life force—or that of their foes—as a weapon. While their methods may seem brutal, those who swear this oath believe that through bloodshed comes purification and through sacrifice comes strength.
Paladins of the Oath of Blood often wear armor adorned with crimson sigils and wield weapons stained with symbolic markings. Their aura pulses with life force, radiating an unsettling mixture of vitality and death.
Tenets of Blood
The tenets of the Oath of Blood emphasize sacrifice, duty, and the understanding of the cycle of life and death.
- Sacrifice: Your strength comes from what you are willing to give. Shed your own blood to protect others or ensure victory.
- Balance: Blood spilled unjustly must be avenged. Let no murderer go unpunished.
- Resolve: Pain is fleeting, but the cause endures. Push through suffering to achieve your goals.
- Purification: Through the blood of your enemies, cleanse the world of corruption and evil.
Oath of Blood Spells
You gain oath spells at the paladin levels listed below.
|
Paladin Level |
Spells |
|
3rd |
Inflict Wounds, Bloodletting Smite |
|
5th |
Enhance Ability, Hold Person |
|
9th |
Vampiric Touch, Haste |
|
13th |
Greater Invisibility, Freedom of Movement |
|
17th |
Cloudkill, Dominate Person |
Bloodletting Smite (Custom Spell):
When you cast this smite spell, your weapon drips with crimson energy. On a hit, the attack deals an extra 2d6 necrotic damage. Additionally, the target must succeed on a Constitution saving throw or take 1d6 damage at the start of each of their turns for the next minute as they "bleed out."
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Crimson Vow: As a bonus action, you can mark a creature within 30 feet of you. Until the end of your next turn, your melee weapon attacks against the marked creature deal an additional amount of necrotic damage equal to your Charisma modifier (minimum of 1). If the creature dies while marked, you regain hit points equal to twice your paladin level.
- Sanguine Ward: As a reaction when a creature within 10 feet of you takes damage, you can use your own life force to shield them. Roll 2d8 + your Charisma modifier. Reduce the damage the creature takes by that amount, and you take necrotic damage equal to half the total rolled. This damage cannot be reduced in any way.
Level 7: Aura of Vitality
Starting at 7th level, you emanate an aura that bolsters the vitality of your allies in battle. Allies within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of their turn if they have less than half their hit points remaining.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Sacrificial Smite
At 15th level, you can channel your own life force into your attacks. When you use Divine Smite, you can choose to expend hit points instead of a spell slot. For every 10 hit points you sacrifice, you deal an additional 1d8 radiant or necrotic damage (your choice), up to a maximum of 4d8.
Level 20: Avatar of the Crimson Cycle
At 20th level, you can fully embody the cycle of life and death as an unstoppable force of vitality and destruction. As an action, you gain the following benefits for 1 minute:
- You regain 10 hit points at the start of each of your turns.
- When you reduce a creature to 0 hit points, you gain temporary hit points equal to twice its CR or level (minimum of 2).
- Your weapon attacks deal an additional 2d10 necrotic damage.
- You can cast Vampiric Touch at will without requiring concentration.
Once you use this feature, you cannot do so again until you finish a long rest.
Level 3: Oath of Blood Spells
You gain oath spells at the paladin levels listed below.
|
Paladin Level |
Spells |
|
3rd |
Inflict Wounds, Bloodletting Smite |
|
5th |
Enhance Ability, Hold Person |
|
9th |
Vampiric Touch, Haste |
|
13th |
Greater Invisibility, Freedom of Movement |
|
17th |
Cloudkill, Dominate Person |
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