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Homebrew Oath to the Goddess Karathis located in the

realm of Mare - Charisma Based spellcasting paladin

Divine Sense
The presence of strong evil registers on your senses
like a noxious odor, and powerful good rings like
heavenly music in your ears. As an action, you can
open your awareness to detect such forces. Until the
end of your next turn, you know the location of any
celestial, fiend, or undead within 60 feet of you that
is not behind total cover.

You know the type (celestial, fiend, or undead) of any


being whose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence
of any place or object that has been consecrated or
desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1


+ your Charisma modifier. When you finish a long rest,
you regain all expended uses.
Lay on Hands

Your blessed touch can heal wounds. You have a pool of


healing power that replenishes when you take a long
rest. With that pool, you can restore a total number
of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power


from the pool to restore a number of hit points to
that creature, up to the maximum amount remaining in
your pool.

Alternatively, you can expend 5 hit points from your


pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure
multiple diseases and neutralize multiple poisons with
a single use of Lay on Hands, expending hit points
separately for each one.

This feature has no effect on undead and constructs.


UNHOLY SMITE

replaces Divine Smite

Starting at 2nd level, when you hit a creature with a


spell attack, you can expend one paladin spell slot to
deal necrotic damage, in addition to the weapon's
damage. The extra damage is 2d8 for a 1st‑level spell
slot, plus 1d8 for each slot level higher than 1st, to
a maximum of 5d8.

The total damage increases by another 1d8 if the


target is a celestial, a Good-aligned fey, or a
Good-aligned dragon.
Channel Divinity

Overawe Enemy.

As an action, you present your unholy symbol and utter


a promise of horrors to come, using your Channel
Divinity. Choose one creature within 60 feet of you
that you can see. That creature must make a Wisdom
saving throw, unless it is immune to being stunned.
Celestials and Good Aligned fey have disadvantage on
the saving throw. On a failed save, the creature is
stunned for 1 minute or until it takes any damage.

Emissary of Flesh.

You can use your Channel Divinity to augment your


presence with divine power. As a bonus action, you
grant yourself a +5 bonus to Charisma (Persuasion)
checks for the next 10 minutes.
Optional Channel Divinity: Harness Divine Power

TCE p52 - 3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel


your spells. As a bonus action, you touch your holy
symbol, utter a prayer, and regain one expended spell
slot, the level of which can be no higher than half
your proficiency bonus (rounded up).

The number of times you can use this feature is based


on the level you've reached in this class: 3rd level,
once; 7th level, twice; and 15th level, thrice. You
regain all expended uses when you finish a long rest.

Fighting Style.

Bloody Magician

You learn one cantrip of your choice from the cleric


spell list and the cantrip Blood Tide. They count as
paladin spells for you, and Charisma is your
spellcasting ability for them. Whenever you gain a
level in this class, you can replace one of these
cantrips with another cantrip from the cleric spell
list.
BLOOD TIDE

Necromancy Cantrip
Casting Time: 1 action
Range: 25 feet
Components: V
Duration: 4 rounds

When you cast this spell, a creature you designate


within range must succeed on a Constitution saving
throw or bleed from its nose, eyes, ears, and mouth.
This bleeding deals no damage but imposes a –2 penalty
on the creature’s Intelligence, Charisma, and Wisdom
checks.

Blood tide has no effect on undead or constructs.


A cure wounds spell stops the bleeding before the
duration of blood tide expires, as does a successful
DC 10 Wisdom (Medicine) check.
The spell’s duration increases to 2 minutes when you
reach 5th level, to 10 minutes when you reach 11th
level, and to 1 hour when you reach 17th level.
Spellcasting.
By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a
cleric does. See chapter 10 for the general rules of
spellcasting and chapter 11 for the paladin spell
list.

Preparing and Casting Spells

[–]
The Paladin table shows how many spell slots you have
to cast your paladin spells. To cast one of your
paladin spells of 1st level or higher, you must expend
a slot of the spell's level or higher.

You regain all expended spell slots when you finish a


long rest.
You prepare the list of paladin spells that are
available for you to cast, choosing from the paladin
spell list. When you do so, choose a number of paladin
spells equal to your Charisma modifier + half your
paladin level, rounded down (minimum of one spell).
The spells must be of a level for which you have spell
slots.
For example, if you are a 5th-level paladin, you have
four 1st-level and two 2nd-level spell slots. With a
Charisma of 14, your list of prepared spells can
include four spells of 1st or 2nd-level, in any
combination. If you prepare the 1st-level spell cure
wounds, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn't remove it
from your list of prepared spells.

You can change your list of prepared spells when you


finish a long rest. Preparing a new list of paladin
spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on
your list.
Spellcasting Ability

Charisma is your spellcasting ability for your paladin


spells, since their power derives from the strength of
your convictions.

You use your Charisma whenever a spell refers to your


spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for
a paladin spell you cast and when making an attack
roll with one.

Spell save DC = 8 + your proficiency bonus + your


Charisma modifier

Spell attack modifier = your proficiency bonus + your


Charisma modifier
Spellcasting Focus

You can use a holy symbol as a spellcasting focus for


your paladin spells.

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Insert Oath description Here - Super in progress

Tenets of the Oath

- Spill your blood


- Respect the flesh

Sacred Oath: the Giving Grave


Insert Description…

Conquer Death. Immense power is needed to repair


what's wrong with the world, and mortal beings'
lives are too short to acquire that power and
wield it effectively. Therefore, death itself must
be overcome, and the only path beyond death is
through the grave.
Serve Those Who Can Teach. To overcome death, one
must serve and learn from those who have that
knowledge, regardless of one's views about those
entities. When they have no more to teach and
no further aid to give, only then can the student's
moral feelings come into play.

Brook No Opposition. Your vision for the world is


correct, and the path to achieving it is narrow and
treacherous. A single misstep could lead to disaster.
Anyone who obstructs that path imperils the future
and therefore deserves neither life nor mercy. This
isn't cruelty; it's necessity. Where possible, those
who fall can be redeemed by being made to serve
your ambition after their deaths.

Honor the Goddess of Death. Honor the goddess who


grant you power over life and death with devotion and
sacrifice, so that they will aid you and look
favorably on you as an instrument of their power, or
even as an ally. Punish those who blaspheme against
them.
Oath Spells
1st Level

BLOOD SCARAB

1st-Level Necromancy - Casting Time: 1 action


Range: 30 feet - Components: V, M (a drop of the
caster’s blood, and the exoskeleton of a scarab
beetle) - Duration: Instantaneous

Your blood is absorbed into the beetle’s exoskeleton


to form a beautiful, rubylike scarab that flies toward
a creature of your choice within range. The target
must make a successful Constitution saving throw or
take 1d6 necrotic damage. You gain temporary hit
points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using a


spell slot of 2nd level or higher, the number of
scarabs increases by one for each slot level above
1st. You can direct the scarabs at the same target or
at different targets. Each target makes a single
saving throw, regardless of the number of scarabs
targeting it.
STANCH

1st-Level Transmutation - Casting Time: 1 action


Range: Touch - Components: V, S - Duration: 1 hour

The target’s blood coagulates rapidly, so that a dying


target stabilizes and any ongoing bleeding or wounding
effect on the target ends. The target can’t be the
source of blood for any spell or effect that requires
even a drop of blood.

BLOODHOUND

1st-Level Transmutation - Casting Time: 1 action


Range: Touch - Components: V, S, M (a drop of ammonia)
Duration: 8 hours

You touch a willing creature to grant it an enhanced


sense of smell. For the duration, that creature has
advantage on Wisdom (Perception) checks that rely on
smell and on Wisdom (Survival) checks to follow
tracks.

At Higher Levels. When you cast this spell using a


spell slot of 3rd level or higher, you also grant the
target blindsight out to a range of 30 feet for the
duration.
BLOODY HANDS

1st-Level Necromancy - Casting Time: 1 action


Range: 30 feet - Components: V, S
Duration: Concentration, up to 1 minute

You cause the hands (or other appropriate body parts,


such as claws or tentacles) of a creature within range
to bleed profusely. The target must succeed on a
Constitution saving throw or take 1 necrotic damage
each round and suffer disadvantage on all melee and
ranged attack rolls that require the use of its hands
for the spell’s duration. Casting any spell that has
somatic or material components while under the
influence of this spell requires a DC 10 Constitution
saving throw. On a failed save, the spell is not cast
but it is not lost; the casting can be attempted again
in the next round.
2nd Level Spells

BLOOD LURE

2nd-Level Enchantment - Casting Time: 1 action


Range: 10 feet - Duration: 1 minute
Components: V, S, M (a container or pool of blood)

You point at any location (a jar, a bowl, even a


puddle) within range that contains at least a pint of
blood. Each creature that feeds on blood and is within
60 feet of that location must make a Charisma saving
throw. (This includes undead, such as vampires.)

A creature that has Keen Smell or any similar


scent-boosting ability has disadvantage on the saving
throw, while undead have advantage on the saving
throw. On a failed save, the creature is attracted to
the blood and must move toward it unless impeded.
Once an affected creature reaches the blood, it tries
to consume it, foregoing all other actions while the
blood is present.

A successful attack against an affected creature ends


the effect, as does the consumption of the blood,
which requires an action by an affected creature.
BLOODSHOT

2nd-Level Conjuration - Casting Time: 1 action


Range: 30 feet - Components: V, S
Duration: Instantaneous

You launch a jet of boiling blood from your eyes at a


creature within range. You take 1d6 necrotic damage
and make a ranged spell attack against the target. If
the attack hits, the target takes 2d10 fire damage
plus 2d8 psychic damage.

At Higher Levels. When you cast this spell using a


spell slot of 3rd level or higher, the fire damage
increases by 1d10 for each slot level above 2nd.
CAUSTIC BLOOD

2nd-Level Transmutation - Range: Self (30-foot radius)


Components: V, S - Duration: Instantaneous
Casting Time: 1 reaction, which you take when an
enemy’s attack deals piercing or slashing damage to
you

Your blood becomes caustic when exposed to the air.


When you take piercing or slashing damage, you can use
your reaction to select up to three creatures within
30 feet of you. Each target takes 1d10 acid damage
unless it makes a successful Dexterity saving throw.

At Higher Levels. When you cast this spell using a


spell slot of 3rd level or higher, the number of
targets increases by one for each slot level above
2nd, to a maximum of six targets.
3rd Level Spells

BLOOD ARMOR

3rd-Level Necromancy - Range: Self


Casting Time: 1 bonus action - Duration: 1 hour
Components: V, S (you must have just struck a foe with
a melee weapon)

When you strike a foe with a melee weapon attack, you


can immediately cast blood armor as a bonus action.
The foe you struck must contain blood; if the target
doesn’t bleed, the spell ends without effect. The
blood flowing from your foe magically increases in
volume and forms a suit of armor around you, granting
you an Armor Class of 18 + your Dexterity modifier for
the spell’s duration. This armor has no Strength
requirement, doesn’t hinder spellcasting, and doesn’t
incur disadvantage on Dexterity (Stealth) checks.
If the creature you struck was a celestial, blood
armor also grants you advantage on Charisma saving
throws for the duration of the spell.
BLOOD OFFERING

3rd-Level Necromancy - Casting Time: 1 minute


Range: Touch - Components: V, S
Duration: Instantaneous

You touch the corpse of a creature that isn’t undead


or a construct and consume its life force. You must
have dealt damage to the creature before it died, and
it must have been dead for no more than 1 hour. You
regain a number of hit points equal to 1d4 × the
creature’s challenge rating (minimum of 1d4). The
creature can be restored to life only by means of a
true resurrection or a wish spell.
4th Level Spells

BLOOD PUPPET

Range: 100 feet


4th-Level Transmutation - Casting Time: 1 action
Components: V, M (a drop of blood from the target)
Duration: Concentration, up to 1 minute

With a sample of its blood, you are able to magically


control a creature’s actions, like a marionette on
magical strings. Choose a creature you can see within
range whose blood you hold. The target must succeed on
a Constitution saving throw, or you gain control over
its physical activity (as long as you interact with
the blood material component each round). As a bonus
action on your turn, you can direct the creature to
perform various activities. You can specify a simple
and general course of action, such as, “Attack that
creature,” “Run over there,” or, “Fetch that object.”
If the creature completes the order and doesn’t
receive further direction from you, it defends
and preserves itself to the best of its ability. The
target is aware of being controlled. At the end of
each of its turns, the target can make another
Constitution saving throw. On a success, the spell
ends.
BLOOD SPOOR

Range: Self
4th-Level Divination - Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Components: V, S, M (a drop of the quarry’s blood)

By touching a drop of your quarry’s blood (spilled or


drawn within the past hour), you can follow the
creature’s trail unerringly across any surface or
under water, no matter how fast you are moving. If
your quarry takes flight, you can follow its trail
along the ground—or through the air, if you have the
means to fly.
If your quarry moves magically (such as by way of a
dimension door or a teleport spell), you sense its
trail as a straight path leading from where the
magical movement started to where it ended. Such a
route might lead through lethal or impassable
barriers. This spell even reveals the route of a
creature using pass without trace, but it fails to
locate a creature protected by nondetection or by
other effects that prevent scrying spells or cause
divination spells to fail. If your quarry moves to
another plane, its trail ends without trace, but blood
spoor picks up the trail again if the caster moves to
the same plane as the quarry before the spell’s
duration expires.
BOILING BLOOD

4th-Level Necromancy - Casting Time: 1 action


Range: 30 feet - Components: V, S, M (a vial of blood)
Duration: Concentration, up to 1 minute

You cause the blood within a creature’s body to boil


with supernatural heat. Choose one creature that you
can see within range that isn’t a construct or an
undead.
The target must make a Constitution saving throw. On
a successful save, it takes 2d6 fire damage and the
spell ends. On a failed save, the creature takes 4d6
fire damage and is blinded. At the end of each of its
turns, the target can make another Constitution saving
throw. On a success, the spell ends. On a failure, the
creature takes an additional 2d6 fire damage and
remains blinded.

At Higher Levels. When you cast this spell using a


spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. The
creatures must be within 30 feet of each other when
you target them.
5th Level Spells

CRUOR OF VISIONS

5th-Level Divination - Casting Time: 1 minute


Range: Self - Duration: Concentration, up to 5 minutes
Components: V, S, M (a bone needle and a catch basin)

You prick your finger with a bone needle as you cast


this spell, taking 1 necrotic damage. This drop of
blood must be caught in a container, such as a platter
or a bowl, where it grows into a pool 1 foot in
diameter. This pool acts as a crystal ball for
the purpose of scrying.

If you place a drop (or dried flakes) of another


creature’s blood in the container, the creature has
disadvantage on any Wisdom saving throw to resist
scrying. Additionally, you can treat the pool of blood
as a crystal ball of telepathy.

At Higher Levels. When you cast this spell using a


spell slot of 7th level or higher, the pool of blood
acts as either a crystal ball of mind reading or a
crystal ball of true seeing (your choice when the
spell is cast).
EXSANGUINATE

Range: 30 feet
5th-Level Necromancy - Casting Time: 1 action
Components: V, S, M (a desiccated horse heart)
Duration: Concentration, up to 1 minute

You cause the body of a creature within range to


become engorged with blood or ichor. The target must
make a Constitution saving throw. On a successful
save, it takes 2d6 bludgeoning damage. On a failed
save, it takes 4d6 bludgeoning damage each round, it
is incapacitated, and it cannot speak, as it vomits up
torrents of blood or ichor. In addition, its hit point
maximum is reduced by an amount equal to the damage
taken. The target dies if this effect reduces its hit
point maximum to 0.

At the end of each of its turns, a creature can make a


Constitution saving throw, ending the effect on a
success — except for the reduction of its hit point
maximum, which lasts until the creature finishes a
long rest.

At Higher Levels. When you cast this spell using a


spell slot of 6th level or higher, you can target one
additional creature for each slot level above 5th.
EXSANGUINATING CLOUD

5th-Level Necromancy - Casting Time: 1 action


Range: 100 feet - Components: V, S
Duration: Concentration, up to 5 minutes

When you cast this spell, a rose-colored mist billows


up in a 20-foot radius, centered on a point you
indicate within range, making the area heavily
obscured and draining blood from living creatures in
the cloud. The cloud spreads around corners. It lasts
for the duration or until strong wind disperses it,
ending the spell. This cloud leaches the blood or
similar fluid from creatures in the area. It doesn’t
affect undead or constructs.

Any creature in the cloud when it’s created or at the


start of your turn takes 6d6 necrotic damage and gains
one level of exhaustion; a successful Constitution
saving throw halves the damage and prevents the
exhaustion.
SANGUINE HORROR

5th-Level Conjuration - Casting Time: 1 action


Range: 5 feet - Duration: Concentration, up to 1 hour
Components: V, S, M (a miniature dagger)

When you cast this spell, you prick yourself with the
material component, taking 1 piercing damage. The
spell fails if this damage is prevented or negated in
any way.

From the drop of blood, you conjure a blood elemental


(see Creature Codex). The blood elemental is friendly
to you and your companions for the duration. It
disappears when it’s reduced to 0 hit points or when
the spell ends. Roll initiative for the elemental,
which has its own turns. It obeys verbal commands from
you (no action required by you). If you don’t issue
any commands to the blood elemental, it defends itself
but otherwise takes no actions. If your concentration
is broken, the blood elemental doesn’t disappear, but
you lose control of it and it becomes hostile to you
and your companions. An uncontrolled blood elemental
cannot be dismissed by you, and it disappears 1 hour
after you summoned it.

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