Base Class: Paladin
You are the most devoted of the blood god's followers. There can only be one paladin who has sworn the Oath of Blood at a time. They are consumed by a relentless pursuit of blood and gore, holding themselves to an impossibly high standard. Many, for better or worse, view all other living beings as potential sources of blood.
"Bleeding" effect: a creature afflicted with bleeding takes 1d8 radiant damage at the start of their turn for 3 turns
Level 3: Oath of Blood Spells
The power of your god courses through your veins, enabling you to cast the following homebrew spells.
- Blood field
- Blood purification
- Blood manipulation
- Sacrifice
- Blood enchantment
- Blood blade
- Corpse explosion
- Bloody drain
Level 3: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with bloody energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 7: Aura of Blood
You and your allies have Immunity to the Charmed condition while in your Aura of Blood. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 15: Smite of Blood
Your magical smite now radiates Bloody energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Blood. The aura has this benefit until the start of your next turn.
Level 20: Bloody nimbus
As a Bonus Action, you can imbue your Aura of blood with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Blood light. The aura is filled with Bright Light that is tinted red.
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