Base Class: Paladin
You have vowed to protect the cycle of life and death, to rid the world of the abominations known as undead, constructs and aberrations. To do this you have mixed ancient blood magics with your divine powers to help boost your power.
Tenets of Blood
The tenets of blood are unique and have been taken to mean many things. This oath emphasizes the principles of sacrifice and destruction against the enemy. It's three principles are.
Dispel the Evil. To destroy the abominations that threaten the cycle and it's meaning in the world.
Guard the flame. To protect those who exist within the cycle from those who wish to disturb it.
Cleanse the herd. To destroy those who wish to leave the cycle.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Pillar of Faith. As an Action, you imbue your divine focus with positive energy, sheathing you in shining protective light in a 20 ft radius for 1 minute. This light is centered on you and moves with you. Attacks against you by Aberrations, Undead, and Constructs are made with disadvantage, and creatures of those type can not benefit from invisibility unless they pass a Wis save vs your Spell Save DC.
Purify the Unholy. When you hit an Aberration, Construct, or Undead creature and use Divine Smite, you can also use your channel divinity to use the highest number possible for each of the damage die of your Divine Smite. For example, if your Divine Smite would deal 3d8 radiant damage, it deals 24 radiant damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Blood Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Challenger
Starting at 7th level, you emanate an aura 10' around you.
Aberrations, Undead, and Constructs in your aura are slowed by 5 ft. Additionally they have disadvantage on attacks on creatures other then you.
At 18th level, the range of this aura increases to 30 feet.
Divine Retribution
Beginning at 15th level, you resonate with your divine purpose in battle. When you are hit by a melee attack, creatures of your choice that you can see within 10 ft of you take radiant damage equal to your charisma modifier (minimum 1), Aberrations, constructs and Undeads take damage equal to double your charisma modifier (minimum of 2).
You can use this feature a number of times equal to your Constitution modifier +1 (minimum 1), and recover all uses on a long rest.
Healing Strike
By 11th level, your strikes are able to take some of the power from the creatures you strike, once per turn when you hit a creature you deal an extra 1d4 radiant damage and you regain the same amount of HP.
This replaces paladin Improved Divine Strike.
Life's last Blessing
At 20th level, as an action, you allow life and death flow though you. Allowing you to summon forth the power to strike down your enemies.
For the next minute, as a bonus action, you can force an aberration, construct or undead with in 30 ft of you to make a Wisdom Save vs your Spell Save DC on a fail, it takes 2d10 radiant damage.
If the creature has less than half it's maximum hit points It makes the save with disadvantage.
If the creature has 25 or less hit point remaining and fails, it is instantly destroyed.
Additionally During this minute When you cast a healing spell on a creature other then your self you heal that creature an extra 1d8 per spell level and you restore half that your self.
Once you use this feature, you can’t use it again until you finish a long rest.
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