Base Class: Paladin
Bound to their oath by blood, Blood Oath Paladins draw their power not only from prayer alone but also through powers given to them in return for blood tributes to their deity. Through this practice, they learn the secrets of blood rituals and gain a better control over the life forces of their friends and foes in battle. Various blood oaths have been sworn over the decades with the binding factors only being blood sacrifices and a commitment to fulfilling the sworn oath to which one has bound themself. Their origins range from fanatic cults over tribal clans to powerhungry individuals and equally diverse are the sworn oaths to which the paladins bind themself.
Tenets of Blood
Service. Watch over those entrusted to you and work to fulfill the duties given to you through your Blood Oath. Obey those who have authority over you.
Sacrifice. Your deity demands regular blood sacrifices, either from your own blood or that of your enemies. Those include offerings of your blood to cast blood rituals.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Thirst for Blood. As a bonus action, you become overtaken with the thirst for blood from your deity. For 1 minute, once on your turn when you successfully hit a creature with a melee attack, you heal yourself by an amount of hitpoints equal to 1 + your proficiency modifier. Starting at level 11, the amount of healing received increases to 2 + your proficiency modifier. This effect is not triggered on undead, constructs, or creatures that are dead prior to the attack.
Turn the Sacrifice. As an action, the paladin is imbued by the desire for a worthy sacrifice to offer to their deity. Each creature of the paladin's choice which is within 30 feet of the paladin and which is at above half of its maximum hitpoints must make a Wisdom saving throw if it can see the paladin. The DC for the Wisdom saving throw is the paladin's spell DC. On a failed save, the target is frightened of the paladin for 1 minute.
If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
Oath Spells
You gain oath spells at the paladin levels listed.
Blood Oath 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 |
Blood Ritual
Starting at level 3, you can cast ritual spells gained from the list of your Blood Oath Spells as rituals. You can do so a number of times equal to your Constitution Modifier (minimum of 1) and regain all expended uses after finishing a long rest. Each time you cast a spell as a ritual using this feature, you take damage equal to 1d4 per spell level of the ritual spell.
Aura of Tribute
Starting at 7th level, once per round when a creature either willingly moves within 10 feet of you or if a creature within 10 feet of you willingly moves further than 10 feet away from you, you can choose to immediately have that creature take necrotic damage equal to half your paladin level rounded up.
At 18th level, the range of this aura increases to 30 feet.
Absorb Life
Starting at 15th level, whenever you reduce a creature to 0 through a melee weapon attack or a melee spell attack, you can use your reaction to gain temporary hitpoints equal to your Paladin level. These temporary hit points last until you finish a long rest. While you have these temporary hitpoints, you have advantage on Constitution Saving Throws. You can use this feature a number of times equal to your Charisma Modifier (minimum of 1) and regain all expended uses after finishing a long rest.
Circle of Ichor
At 20th level, you gain the ability to perform a ritual to control the life forces of nearby creatures. As an action, you project a circle of ichor with a 30 foot radius centered on yourself for 1 minute, granting the following benefits:
While enemy creatures are within 30 feet of you, they move as if they were in difficult terrain, including flying, swimming, and hovering enemies.
If a creature within 30 feet of you takes damage, you can use your reaction to instead have another creature within 30 feet of you take that damage as Necrotic damage.
Your melee attacks deal additional Necrotic damage equal to 2d12.
Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
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5/5/2021 7:59:30 PM
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25
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Coming Soon
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7/17/2021 9:10:47 PM
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134
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24
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0.5.1
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Coming Soon
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Posted May 21, 2024This is really well designed. Nice job!
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Posted Dec 17, 2022You add [ spell ]spell name[ / spell ] in the spell list (remove all spaces within [ ]). That way, as long as it's spelled correctly, the spell will show up. However, some spells (like Ceremony and Life Transference) won't show their spell description as they are from Xanathar's or might in other cases be from other books. Vampiric Touch is from the PHB.
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Posted Dec 16, 2022i am so confused, how did you post this with a zanderthars spell(vampiric Touch) on its spell list?i thought you could only uses spells from free souces like basic rules and elemental evils
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Posted Sep 15, 2022I understand, but I already own all the books so that doesn't make sense as to why it isn't working for me.
For the first, no, I exclusively use D&D Beyond, not Pen and Paper, so I can't create my own personal copy. when i want to make personal copies of homebrews, i simply don't publish them for the public until I feel they have been nerfed enough that people will want to play them. and by that i mean my own homebrews, not those i copy off of others, I'd honestly never do except for two conditions. First, I have the permission of the original creator to do so, and second, if the original isn't working for me.
for the second, those three spells you mentioned aren't paladin spells, they belong to other classes, so I can't input them into the subclass for D&D Beyond. Besides, the Paladin gets a limited number of spells known anyway, and these are just free extra spells that would normally take up more room.
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Posted Sep 15, 2022To my understanding, it's not the problem that I don't own the books. The problem instead is, that I can't publish a subclass with spells that would require users to purchase DnD books (including the Player's Handbook and Xanathar's). DnD Beyond simply prohibits this. Thanks for the kind offer though!
Will it be possible for you to simply copy the abilities and spells manually in your campaign? You don't need to publish personal homebrew in order to use it in a campaign of yours afaik. Aka you create your personal copy of this subclass.
Alternatively, can't you manually add just the spells and still use everything else from this homebrew?
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Posted Sep 14, 2022Well then that seems like an easy fix! If you could buy Xanathars Guide, or maybe allow me to purchase it for you, then I could get you the content you need? It will have to wait till around the 20th of this month but if you give me your email I can get it for you by then!
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Posted Sep 14, 2022Hey TravestyDaybreak,
regarding the Bload Oath spells, do none of the spells show up? When originally creating this subclass, I used the given table from the Oath of Devotion Template. However, when I add the Oath spells under the section "Additional Specific Spells" I get the following warning as to why I can't publish my subclass:
So unfortunately I don't think there's a way for me to add these spells because according to an admin on a post I looked at, DnD Beyond doesn't allow homebrew that would require users to own something that's not in the Basic Rules or SRD. In the given case, I believe those problem spells to be Ceremony, Life Transference, and Enervation, as all of these are from Xanathar's.
If anyone knows a way to work around this, please let me know.
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Posted Sep 14, 2022Uhm hey I don't think the spell list is being added to my character's list of spells known! Either its gkitching out or something wasn't added properly. Please fix this if it really isn't working properly!
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Posted Sep 14, 2022This reply was erased for good reason
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Posted Jul 17, 2021After a first run with the subclass in a level 16 oneshot, it became apparent, that the healing from Thirst for Blood was too low, thus a slight buff. The combo with Vampiric Touch should be a bit better now.
Further, Pole Arm Master is quite nice to allow for easy positioning to make it more common, to get use out of Aura of Tribute.
I'll test the subclass from level 1 up to level 11 next in Curse of Strahd and might make updates based on that experience then.
If you have questions, suggestions, or criticism, feel free to post.