Paladin
Base Class: Paladin

Paladins that swear a Blood Oath are restricted to being of either Good or Evil alignment.

Good Tenets of Blood.

Loyalty- You swear more than just your word, you swear on your life.

Health- The blood is powerful, you must keep it clean.

Vigilance- The Evil of the world shows no compassion, show it none in return.

Evil Tenets of Blood.

Seek- Find blood.

Slaughter- Spill blood.

Channel Divinity

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

Bond of Blood. You can use your Channel Divinity to perform an hour long ritual along with another willing creature. You present your holy symbol you and the other creature each lose 1 hit point. (This loss cannot be prevented, but it can be healed after.) At the end of the ritual, the other creature is considered under the effects of all of your auras as long as it is within 10ft per Paladin level. In additon, whenever you or the other creature make a saving throw, the creature not being targeted can use their reaction to give the creature making the saving throw advantage. This feature lasts until you perform this Bond of Blood again with a new creature, and only if the previous creature allows it.

You gain an additional Channel Divinity option depending on your alignment.

Good - Bloodcraft. Whenever you spend a spell slot to perform a smite or cast a Paladin spell, you may instead use your Channel Divinity to lose hit points instead of using the spell slot.

The number of hit points you lose is equal to the level of the spell slot intended x 5. (This loss cannot be prevented, but it can be healed after.)

Evil - Bloodhunt. As a bonus action, you can use your Channel Divinity and a number of hit points equal to your Paladin level to make the next attack you make gain a bonus to damage equal your Paladin level. (This loss cannot be prevented, but it can be healed after.)

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

Good - cure wounds Evil - inflict wounds, hunter's mark

5th

blindness/deafness, hold person

9th

haste, slow

13th

dominate beast, stoneskin

17th

Good - antilife shell Evil - contagion, dominate person

Blood Aura

You gain one of the following auras depending on your alignment.

Good - Aura of Benevolence

Starting at 7th level, you and friendly creatures within 10 ft of you recover additional hit points gained from spells of 5th level or lower equal to your charisma modifier.

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

Evil - Aura of Malice

Starting at 7th level, whenever a hostile creature within 10 ft of you would recover hit points from a spell of 5th level or lower, they instead heal that amount minus your charisma modifier.

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

Picture of Health

Beginning at 15th level, you gain advantage on saving throws against poison and resistance to poison damage.

In addition, you cannot critically fail death saving throws, and you treat a natural 20 as 3 successes. 

Bloodlord

At 20th level, as an action, you can invoke the power within your blood. For 1 minute, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

When a creature moves within 30 ft of you for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this feature go away when the feature ends.

For the duration, you gain a +2 bonus on attack rolls against any creature that has spilled its blood and is missing at least half of its hit points.

You gain an additional benefit depending on your alignment.

Good - At the start of your turn, you gain 20 temporary hit points. (Hit points do not stack.)

Evil - Whenever you take piercing or slashing damage, you can cause your blood to spew out from the wound. Hostile creatures within 15 ft of you must make a Dexterity saving throw or take 2d10 necrotic damage, taking half as much on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

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