Paladin Oath: Bloodshed

by SharkyHat

Search GM Binder Visit User Profile

Oath of Bloodshed

Creator's Note: This was designed for the 2014 5th Edition ruleset and does not reflect the changes and adjustments made to the system for the 2024 update.

“Long may the Bloodfather sleep, appeased by our crimson tribute, lest he awaken and drink the world.” - Kovirian prayer

Paladins of the Oath of Bloodshed can be found traversing the realm of Ashilore as members of various mercenary groups and adventuring companies, but their order primarily focuses their duties on the Kovir Mountains. They are the vanguard of the many vampire dynasties, charged with keeping their progenitor - the being known as Iscariot the Bloodfather - trapped in his accursed coffin. His hunger is endless, but he is kept slumbering, sated, by blood spilled in his name - both of the enemy and of one's self. These paladins pay their tribute without hesitation. They are the shield that protects Ashilore from Iscariot's bloodstained apocalypse.


TENETS OF BLOODSHED

A paladin who assumes the Oath of Bloodshed swears to offer life as tribute to the Bloodfather's imprisoned slumber.

Bloody Tears. Do not mourn your fallen enemies. Their blood and sacrifice serves a greater purpose.

Passion for Battle. The blood of one's self is not enough to appease Iscariot. Go forth with an eager blade.

Crimson Tithe. Blood - yours or your enemies - is but a meager price to pay to stave off the Bloodfather's hunger. If you must pay tribute, pay it without hesitation.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Bloodshed Spells table. See the Sacred Oath class feature for how oath spells work.


Oath of Bloodshed Spells


Paladin Level Spell
3rd cause fear, false life
5th misty step, wither and bloom
9th feign death, vampiric touch
13th arcane eye, blight
17th contact other plane, geas

Bloodthirsty

Starting at 3rd level, you can sacrifice your vitality to empower your strikes. Once per turn when you hit a creature with a melee weapon attack, you can expend a paladin Hit Die. You take necrotic damage equal to the roll, and you deal additional radiant damage equal to the roll. The damage you take from the expended hit die cannot be prevented in any way. If the attack is a critical hit, regain two expended Hit Die.

Channel Divinity

An Oath of Bloodshed paladin of 3rd level or higher gains the following two Channel Divinity options.


Crimson Smite. You can expend your Channel Divinity when you deal damage to a creature using your Divine Smite feature. You may regain and expend a number of Paladin hit dice up to the expended spell slot level, regaining hit points equal to the result of the roll.


Baptized in Blood. For the next minute, when you reduce a creature to 0 hit points, you regain hit points equal to twice your total expended paladin Hit Die.


When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Vicious Aura

Starting at 7th level, the pain of payment for your oath exudes from you. Whenever you expend a paladin Hit Die, you can deal psychic damage equal to the result to a creature within 10 feet of you.


At 18th level, the range of this aura increases to 30 feet.

Stigmata

At 15th level, your body bleeds from marks similar to the Bloodfather’s, granting you the ability to bless your allies in his name. Once per turn, no action required, you may give one friendly creature within 30 feet one of your Paladin Hit Die.


Until the beginning of your next turn, the creature can roll the die and add the number rolled to one attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Hit Die, but must decide before the DM says whether the roll succeeds or fails. Once the Hit Die is rolled, it is considered expended. If it is not rolled, you regain it. A creature can have only one of your Hit Die at a time.


You take necrotic damage equal to the result when they use this Hit Die. This damage cannot be prevented in any way. A Hit Die spent this way can trigger your Vicious Aura as long as you are not incapacitated.

Sanguine Liege

At 20th level, you’ve become the physical manifestation of the bloodshed you’ve wrought. As a bonus action, you can become a bloodsoaked harbinger of war for 1 minute, granting you the following benefits:

  • At the beginning of your turn, you gain temporary hit points equal to twice the amount of your expended paladin Hit Die.
  • As a bonus action, you can expend a Hit Die to become a rushing cloud of bloody mist, drinking deep from the wounds of battle. If you do, you take necrotic damage equal to the result of the expended paladin Hit Die. The damage you take from the expended Hit Die cannot be prevented in any way. Until the end of your turn, your movement does not provoke attacks of opportunity, you regain hit points equal to your proficiency bonus when you deal damage to an unfriendly creature, and attacks made against you have disadvantage.
  • At the end of your turn, if you have below your maximum number of paladin Hit Die, you regain one expended paladin Hit Die.
Once you use this feature, you can’t use it again until you finish a long rest.

Credits

Designer: Dallas "SharkyHat" Landreth
Bluesky | GMBinder | Ko-Fi

Patch Notes

Last Updated: May 30, 2024
  • Changed Channel Divinity's Crimson Smite ability.
  • Fixed wording issue in Sanguine Liege to now read: ""...you [regain] hit points equal to your proficiency bonus when you deal damage...""

If you have any feedback, feel free to reach out on Twitter - link in Credit box.