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, Hunter's MarkConcentration |
| 5 | Warding Bond, Enhance Ability |
| 9 | Vampiric Touch, Fear Concentration |
| 13 | Death Ward, Freedom of Movement |
| 17 | Raise Dead, 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.
Chanel Divinity: Blood Drain. As a Action you can use a Chanel Divinity Point to Drain blood from other Creatures,[DC Equal to paladin spell save DC]{Spell Attack Equal to your Paladin spell attack} you can choose Between three Variant's.
Blood Drain(Area 30ft). All enemies in a 30ft Area need to make a Constitution Saving Throw. On a failed save they take 3d10 Necrotic Damage and on a successful save they take half Damage. Failed or success you get Temporary Hit Point Per damage Delt.
Blood Drain(90ft Cone). All Creatures in a 90ft Cone need to make a Constitution Saving Throw. On a failed save they take 3d12 Necrotic Damage and on a successful save they take half Damage. Failed or success you get Temporary Hit Point Per damage Delt.
Blood Drain(120ft line). All Creatures in a 120ft Line need to make a Constitution Saving Throw. On a failed save they take 4d12 Necrotic Damage and on a successful save they take half Damage. Failed or success you get Temporary Hit Point Per damage Delt.
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)(At level 7 the Damage increases to 2d12, At level 15 the Damage increases to 3d12, At level 20 the Damage increases to 5d12.)
Vampiric Bite. If you hit with Bite as a bonus Action you can have the target make a constitution saving throw (DC equal to your Spell save DC) or gets the Incapacitated condition. You also get Lay On Hands Points Equal to the Damage Delt Exiting the max. you can do this a number of times equal to your Charisma modifier, you Regan all uses after a long rest
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.
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)
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.
- Aura of Crimson Fury: Whenever a creature within 10 feet of you takes damage, you or an allay deal additional 1d6 necrotic damage to it. This damage increases to 2d6 at 18th level. At 18th level, the range of this aura increases to 30 feet.
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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, 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)
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.
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.
Previous Versions
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11/24/2025 3:23:16 PM
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2/23/2026 1:36:09 AM
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3/7/2026 3:49:11 AM
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