Base Class: Paladin
Tenets of Blood Rose
Draw Blood - You shall draw the blood of every enemy who confronts your allies.
Keep them alive - You shall do everything possible to keep your allies alive.
Feed - Enjoy the time you have with your allies.
Oath Spells
Oath of the Blood Rose Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
Cure Wounds, False Life |
|
5th |
Aid, Prayer of Healing |
|
9th |
Mass Healing Word, Vampiric Touch |
|
13th |
Death Ward, Sickening Radiance |
|
17th |
Greater Restoration, Mass Cure Wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Covered in Blood-As an action, you may cause the blood of your enemies to rise from the ground and envelope you or a creature of your choice within 30 feet of you in order to give the following bonuses for 1 minute. Gain a +1 to your AC. Any healing spells cast on the enveloped creature grant an additional hp value equal to your paladin level.
Reap the Blood-As an action, you can cover your weapon and one ally's weapon within 30 feet of you with blood and grant an additional 1d8 magically slashing damage.
Aura of Blood
Starting at 7th level, you develop an unnatural connection to the blood you draw. Whenever you deal damage, for every 10 damage you deal you and allies, within 10 feet of you, heal for 1d10 hp. For example, if you deal 49 damage, then you and allies within range gain 4d10 hp.
The range is increased from 10 feet to 30 feet at 18th level.
Aura of the Rose
Starting at 15th level, you have become so connected with the blood you draw that when you draw blood it naturally flows to you creating a rose on you and surrounds creatures of your choice that are within 10 feet of you in a circle of blood. Enemies have disadvantage on attacking creatures surrounded by blood. Enemies have advantage on attacking you. When you are hit with an attack the blood rose shoots a spike of blood dealing 1d8 damage to the attacker.
Aura increases to 30 feet at 18th level.
Blood Champion
At 20th level, the connection with the blood you draw is supernatural. You can use your action to gain the following benefits for 1 minute.
You become enhanced by the blood that you draw. Your base walking speed is doubled for the duration, you gain a +2 bonus to your AC(Can stack with Channel Divinity).
You can cast a healing spell as a bonus action if you take the Attack action on your turn, but only to heal your allies(Unless the spell is a mass healing word or a mass cure wounds).
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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8/25/2021 3:39:17 AM
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Coming Soon
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