Oath of Blood (5e Subclass)

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Oath of Blood[edit]

Taking on aspects of evil is typically seen as a symbol of corruption, that one's pure soul has been tainted by a black evil, and that it must be purged. This is not the case for paladins that partake in the blood rite required to swear the oath of blood; called red knights by some, and blood warriors by many, those who take on this oath use the foul force of hemomancy to smite evil and other foul creatures.

DISCLAIMER: I took pieces of the Oath of Blood from the Fandom Wiki and Oath of Blood from DMs Guild, because the last half of the Fandom Wiki turns into some holiday stuff at the 7th level Oath Feature and with the DMs Guild version it has tenets that don't compare well to the Wiki. On top of that I mixed the spells around since some spells I could not find any information on. NONE OF THIS BELONGS TO ME BUT THEIR RESPECTIVE OWNERS.

Tenets of Blood[edit]

Bleed for Victory. Every battle where you are unharmed, and yet your allies are, is a lost battle. Your job is to protect others, not yourself.
Never Bargain. With your mind so close to the brink of corruption, many vile creatures shall try to take advantage of you. Give them no quarter.
Never Forget. By swearing this oath, you claim that you shall not give into your damned gift. You are not a foul vampire; you are a hero of the people, and you shall remember that.

Oath of Blood Spells[edit]

Paladin Level Spells
3rd Bloodburn, Cruorwhip
5th Shadow Blade, Blood Seal
9th Vampiric Touch, Tides of Blood
13th Draining Thread, Shadow of Moil
17th Bloodcurse, Ray of Fatigue
Channel Divinity

When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:

Chain of Carnage As an action, you thrust your holy symbol towards a creature within 30 feet of yourself, and force it to make a Constitution saving throw. On a failed saving throw, spectral chains bind both you and the creature together, for 1 minute. During the minute, whenever you expend hit points to cast a hemomancy spell, the creature takes necrotic damage equal to half of the amount of hit points you expended.

Blood Transfusion Choose a creature you can see within melee range of you. That creature must make a Constitution saving throw. On a failed save, a creature's current hit points are reduced by 2d6+Con+1/4 Paladin level. Any creature may willingly choose to fail the saving throw. You can choose to inflict this feature on yourself to heal an ally.

Aura of Ichor

Starting at 7th level, you constantly emanate a sanguine aura while you're not incapacitated. The aura extends 10 feet from you in every direction. Whenever you deal necrotic damage, friendly creatures within this aura regain hit points equal to half your paladin level. At 18th level, the range of this aura increases to 30 feet.

Conquerer of Quietus

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. Once you use this feature, you can’t use it again until you finish a long rest.

Sanguine Crusader

At 20th Level, your power over blood and life reaches its peak. You can assume the form of a bloodthirsty beast. For example, you skin could turn a deathly pale and fangs grow from your teeth. For 1 minute, you gain the following benefits:

  • At the start of each of your turn, and for every round you land a successful attack, you gain 1 point to your healing pool.
  • Your spells and features ignore resistance to necrotic damage, and treats immunity to necrotic damage as a resistance.
  • Enemy creatures within 10 feet have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once this feature has been used it cannot be used again until you finish a long rest.

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