Paladin
Base Class: Paladin

The Oath of Blood is a forbidden covenant whispered of in ancient temples and carved into tombstones best left sealed. Unlike other paladin oaths that are sworn in chapels or battlefields, this oath is earned through a harrowing rite: a paladin must drink the blood of a dying creature in the exact heartbeat between life and death. In that instant—when soul and flesh separate—the paladin binds their spirit to the fading essence, awakening the crimson power that fuels this oath.

Those who survive the ritual emerge forever changed. Their senses sharpen, their vitality grows voracious, and the divine spark within them is altered into something more primal and predatory. These paladins do feed on blood to sustain themselves, but Also to channel the sacred energy it holds. To them, blood is more than life—it is memory, justice, sacrifice, and power incarnate.

Most churches consider the Oath of Blood a heresy. Others believe it a sacred trial, a way for warriors to confront the fragility of life and accept the cost of their crusade. Regardless of how they are perceived, paladins of this oath walk a razor’s edge between holy purpose and ancient hunger, carrying the knowledge that their power began with a life taken at the threshold of death.

Now they wield that power as both weapon and penance, fulfilling their oath through crimson miracles and relentless judgment.

These tenets are whispered to initiates only after they survive the crimson rite. They honor the moment between life and death and the sacred power found within that final heartbeat.

☩ The Final Breath is Sacred

I revere the instant where life becomes memory. I will treat that threshold with solemn purpose, for my power was born in that fleeting moment when another’s final breath passed into silence.

☩ Claim What Is Given

The blood I drink at death is not theft—it is acceptance of a burden willingly yielded by fate. I take only what the moment allows and never more than what the oath requires.

☩ Life Demands Tribute

Every victory, every judgment, every protection carries a cost. When justice falters or evil rises, I will pay that cost in blood—my own or my enemy’s—so long as balance is kept.

☩ Power Must Serve Purpose

The strength gained from the death-rite is not for cruelty or selfish hunger. It is a solemn duty, a weapon forged from sacrifice. I wield it only in the service of righteous will.

☩ My Oath is Bound in Blood

The crimson rite marked my rebirth. The blood that touched my tongue binds me to my vow. I shall not break it, for to break it is to dishonor the life that granted me this power.

Oath Of Blood Spells

 

Paladin Level Spells
3 Inflict Wounds, Bless
5 Warding Bond, Enhance Ability
9 Vampiric Touch, Fear Concentration
13 Guardian of Faith, Freedom of Movement
17 Mass Cure Wounds, Contagion

The Curse And Blessings

Blood Pool. if your Lay On Hands pool is empty when you take a long rest you take one point of exaction. You can go past your Lay On Hands pools limit but the exes Lay On Hands will disappear when you take a short or long rest. you can get more Lay On Hands by ether bite someone and suck there blood or drink blood out of a cup, bottle, flask, and all the above.

when you take the attack action you can as a bonus action spend a Channel Divinity point to use your vampiric Bite ounce per turn 

Vampiric Bite. To bite someone you need to roll a attack roll using you Charisma modifier and your Proficiency bonus if you hit you do (1d12 + Charisma modifier Piercing damage) and they need to make a constitution saving throw (DC equal to you Spell save DC) or gets the Incapacitated condition. You also get Lay On Hands Points Equal to the Damage Delt. (At level 7 the Damage increases to 2d12, At level 15 the Damage increases to 3d12, At level 20 the Damage increases to 5d12.)           

Awake. If you are Incapacitated or down as a bonus action you can use lay on hands to come back with HP per long rest.

Bonus Spells. Using a Channel Divinity you can cast any Spell as a Bonus Action. you can only use this ability once per long rest.

Wings Of Fear. Using 5 point of Lay On Hands as a Action you can Summon Wings made of blood for 1 minutes, you then have a fling speed of 30ft and can hover (At Level 7)When your Wings of Fear is active, all enemies that starts there turn 10Ft from you they need to Make a Charisma saving throw DC (equal to your spell save DC) If fall they become frighten of you Tell the End of they turn (at level 18 the range is increased to 30Ft) 

Blood Magic. as a Bonus Action you can use a spell slot to give you 1d6 + the spell slot Level of Lay On Hands  

Blood Speed. Using your Lay On Hands as a Bonus Action you can increases your walking (one point of Lay On Hands = 5ft Max 15ft) for 30 seconds (5 rounds)

Blood Wave. Using 5 Lay On Hands Points as a Action you can summon a 5fi wide 30fi tall Blood Wave that travels 30ft. anybody hit by the wave must make a Charisma saving throw (DC equal to your spell save DC) or take 3d10 necrotic damage. on a Success take half as much. You can us this as many time equal to your Charisma modifier and refuels after a long rest (at Level 7 4d10, at level 15 5d10, at level 20 6d10)

 

   

 

Crimson Vitality

At 7th level, your bond with blood magic strengthens, allowing you to draw power from the lifeblood of your foes. You also are a relentless predator in battle. You fight with savage brutality, fueled by the blood you spill.

  • Sanguine Resilience: You gain resistance to necrotic damage and advantage on saving throws against being charmed or frightened.
  • Bloodletting Strikes: When you hit a creature with a melee weapon attack, you can choose to sacrifice your Lay On Hands to empower the strike. You can take up to 5 points of Lay On Hands, and your attack deals additional damage equal to twice the amount sacrificed. This extra damage is necrotic 
  • Bloodlust: When you reduce a creature to 0 hit points, you can use your reaction to make a melee weapon attack against another creature within range.
  • Frenzied Resilience: While you are below half your hit point maximum, you have advantage on Strength checks and saving throws, and your melee weapon attacks deal an additional 1d6 necrotic damage.
  • Aura of Savagery: Creatures of your choice within 10 feet of you who make melee attacks against creatures at or below half their hit points deal extra damage equal to your Charisma modifier (minimum of 1). 

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

Crimson Carnage

At 15th level, your connection to the power of bloodshed allows you to push beyond mortal limits, growing stronger as the battle rages on.

  • Sanguine Regeneration: At the start of your turn, if you are below half your hit point maximum, you regain hit points equal to your Charisma modifier (minimum of 1) as long if you have slain a creature within the last minute.
  • Unstoppable Fury: When you take damage that would reduce you to 0 hit points, you can choose to drop to 1 hit point instead and gain temporary hit points equal to half your Paladin level. You can use this ability once per long rest.
  • Bloodletting Strikes: When you hit a creature with a melee weapon attack, you can choose to use 5 points of Lay On Hands to deal an additional 2d8 necrotic damage to the target. (at level 20 4d8)

Avatar of the Crimson Beast

At 20th level, you fully embrace the primal hunger of bloodshed, becoming a monstrous force of carnage. As a bonus action, you can unleash your true power for 1 minute, gaining the following benefits:

  • Unholy Vitality: You gain resistance to all damage except radiant and psychic.
  • Blood Frenzy: When you hit a creature with a melee weapon attack, you can make an additional melee attack as part of the same action. This effect can trigger once per turn.
  • Crimson Regeneration: At the start of your turn, you regain hit points equal to your Charisma modifier + half your Paladin level if you have dealt melee damage to a creature since your last turn.
  • Aura of the Beast: Creatures of your choice within 30 feet gain advantage on melee weapon attack rolls against enemies who are below half their hit point maximum.

Once you use this feature, you cannot do so again until you finish a long rest.

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