Oath of Blood
Hit Points
Hit Dice: d4 per Oath of Blood level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The Oath of Blood demands a sacrifice of self in order to aid another. This oath cares not the position in life you hail from, be it grand or small. It instead looks for the betterment of another, to see the goals of another’s come to fruition. Where one person may struggle, you may ease the burden. Where another may falter or become weak, you may become the strength they need. A right hand or a servant is no better than a mercenary when compared to you. For you become a part of them, and they become a part of you. To the one you swear this oath to, you become the truest extension of their will.
Tenets of Blood
Death First. Your death will come one day, but death must come before a betrayal to your bonded one.
Sacrifice. Oftentimes a harsh decision will come to make you choose between doing what is right and what is wrong, between what is easy and what is hard. What matters is acting to forward the desires and goals of your bonded one.
Not One Drop. Let no slight or injury inflicted upon your bonded one go unpunished unless ordered otherwise.
Selfless. Your duty calls for you to disregard your own self-interests.
Oath Spells
You gain oath spells at paladin levels listed in the Oath of Blood Spells table. See the Sacred Oath class feature for how oath spells work.
- 3rd: sanctuary, bless
- 5th: revivify, warding bond
- 9th: protection from energy, remove curse
- 13th: death ward, stoneskin
- 17th: dispel evil and good, wall of force
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity Options
- My Shield Is For Others: Choose an ally. For 1 minute, whenever a creature targets that ally with an attack and that creature is a number of feet from you less than or equal to your movement speed, you can use your reaction to move towards that creature and make one melee attack.
- Under My Light: As a bonus action, you present your holy symbol and can grant temporary Hit Points to an ally that you choose. The number of temporary hit points granted by this feature is equal to 2d8 + your level in this class.
Sanguine Light
Beginning at 7th level, you emanate an aura of retribution. Whenever an ally within 10 feet of you takes damage, your next successful attack deals an additional 3 points of damage. This effect is cumulative; when two allies within 10 feet of you take damage your next attack deals 6 points of damage, three allies hurt increases the effect to an additional 9 points of damage, and so on. At 18th level, the range of this aura increases to 30 feet.
Resilient Guardian
The ardor of your promise has given you the strength to keep powering through, no matter what stands in your path. Starting at 15th level, you can use your action to designate an ally. For the next minute, whenever both you and the ally have fewer than half of your maximum hit points remaining at the end of your turn, you both automatically regain a number of hit points equal to 2d8 + your level in this class. Any hit points regained that exceed your hit point maximum are lost. Once you use this feature, you cannot use it again until you complete a short or long rest.
Avatar of Sacrifice
At 20th level, you have learned how to give entirely into your oath, temporarily forgoing your mortal limits. As a bonus action, you gain the following benefits:
- When asked to make a Dexterity or Constitution saving throw to avoid taking damage, you can make a Charisma saving throw instead. You have advantage on this saving throw.
- As a bonus action, you can lose 10 hit points to regain one use of Channel Divinity.
- Any spell slots expended to use your Divine Smite feature are treated as one spell level higher.
These benefits last for 1 minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you finish a long rest.