Paladin
Base Class: Paladin

 Also known as Blood Knights or Vampire Knights, the Oath of Blood is commonly associated with those who are under the influence of vampirism. Paladins of the Oath of Blood often wear armor that has been permanently stained with blood from countless battles and wield weapons that deal piercing or slashing damage for easier access to their opponent's blood. Whether from their blood maledictions or from skills learned from their experienced teachers, those that swear to the Oath of Blood learn to harness life energy within all humanoids. By manipulating the blood within their opponents, a Paladin of the Oath of Blood can aid and support their allies and control and weaken their enemies. 

TENETS OF BLOOD

The tenets of the Oath of Blood have been passed down from master to apprentice for centuries. While the specific wording of the oath vary from paladin to paladin, all paladins of the Oath of Blood follow these general tenets.

Shelter the Innocent. Paladins following the Oath of Blood should protect the innocent from those who would prey upon them, whether it be mindless beast or bloodthirsty vampire.

Resist the Call of Bloodshed. Those following the Oath of Blood will likely end up spilling a lot of blood. All should resist the call for additional bloodshed and any thirsts for the blood of the innocent.

Compassion. Due to increased lifespans and supernatural powers, Paladins of the Oath of Blood must not forget themselves and retain concern for those weaker than them.

Redemption. Paladins who were redeemed from the path of darkness and now follow the Oath of Blood should not forget that others could benefit from the same second chance they once had.

Bloody Smite

When you choose the Oath of Blood, you can use Bloody Smite rather than Divine Smite on your attacks. (Bloody Smite and Divine Smite cannot both be used on the same attack.)

Bloody Smite

You have learned to manipulate the flow of blood within an enemy's body when opening wounds in combat. When you hit a creature with a melee weapon attack using a piercing or slashing weapon, you can expend one spell slot to deal necrotic to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage dice increase to d8s if the target is below it's maximum hitpoints.

Additionally, after you use the Bloody Smite class feature during your turn, you can heal an ally within 30ft. for the amount of additional necrotic damage done in the previous attack. This can be done an amount of times equal to your proficiency bonus per long rest. This consumes your bonus action.

Later in this class when you reach 11th level, you may replace the damage type of the Improved Divine Smite feature with necrotic damage.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Blood Spells table. See the Sacred Oath class feature for how oath spells work.

Level Spells
3rd Bane, Inflict Wounds
5th Blur, Darkvision
9th Hypnotic Pattern, Vampiric Touch
13th Blight, Dominate Beast
17th Dominate Person, Greater Restoration

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Blessing of Blood. As a bonus action, you can use your Channel Divinity to augment your allies. Up to 2 creatures of your choice within 30 feet of you gains temporary hit points equal to 1d10 + your Charisma modifier (minimum of 1).

Sanguine Scourge. As a bonus action, you can use your Channel Divinity to harm your foes. Up to 3 creatures of your choice within 10 feet of you takes 2d8 + your paladin level necrotic damage.

Aura of Blood

Starting at 7th level, you constantly emanate an aura of life energy. The aura extends 10 feet from you in every direction, but not through total cover.

Creatures friendly to you within the Aura of Blood are resistant to necrotic damage from all sources. Additionally, when a friendly creature takes piercing, slashing, or necrotic damage while within the Aura of Blood, you may use your reaction to reduce that damage by 1d6 + paladin level.

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

Sacrifice of Blood

Starting at 15th level, you become more adept at using the powers of blood to your advantage. As a bonus action, you can choose to sacrifice your health in exchange for additional offensive power. While wielding a piercing or slashing weapon, you can take 2d8 damage by opening a wound and coating your weapon with blood. This damage cannot be reduced or negated. Until the beginning of your next turn, any uses of Bloody Smite are calculated using 2 additional damage die. 

Born of Blood

At 20th level, your form is changed by the blood powers within you. You eyes might glow red, you may start to cry tears of blood, or you may gain a more vampiric appearance. As an action, you emulate the abilities of vampires and their kin, the creatures the paladins of the Oath of Blood are based on, gaining the following benefits for 1 minute:

  • At the start of each of your turns, you regain 2d8 hitpoints.
  • Your Oath of Blood subclass abilities ignore resistance to necrotic damage.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you can move through difficult terrain with no movement penalty.
  • Gain a Blood Bite attack which uses your charisma modifier and deals 4d6 necrotic damage.  You are proficient with this attack. Additionally, like a vampire raising their spawn, each humanoid reduced to 0 hitpoints by your Blood Bite attack raises as a Specter under your control in combat. The Specter(s) act after your turn. Damage done by the Specter's Life Drain attack heals you for the equivalent of half the damage done. After a minute of no combat, all Specters raised this way disappear.

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

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