Homebrew: Paladin Oath

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature. Here is the new option: Oath of Sacrifice.

Oath of Sacrifice

The Oath of Sacrifice is usually a dark and solemn path for those who seek retribution from their god or deity. Other times it is an oath made by those who champion the cause of an evil or maleficent god who seeks worship through sacrifice and blood. These heroes or villains are often called blood knights as there is usually a trail of blood both in front and behind them. The road set forth for an Oath of Sacrifice paladin is often a lonely path that is misunderstood not only by common folk but by other paladins as well.

Tenets of Sacrifice

The tenets of the Oath of Sacrifice vary by paladin, but all the tenets revolve around a means of sacrifice to a god or deity, in their honor. Paladins who uphold these tenets are willing to sacrifice their own wellbeing and sanctity of body to deliver the will of their god upon those who stand in their way. Often paladins who take the Oath of Sacrifice are neutral or evil in alignment, however, there are paladins who make self sacrifices to champion the causes of good.

Pain is a Means to an End. Overcoming immense pain and anguish is a monument I build to my god.

Death is the Final Glory. Dying in service to my god is the greatest and purest form of tithe I can give.

Resolute Composure. Showing signs of weakness is a blasphemy that places my sacrifice in vain.

Duty to Divine Verdict. The law or responsibilities enacted upon me by my god hold me responsible for my actions and their consequences.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Sacrifice Spells

Paladin Level Spells 3rd armor of agathys, false life 5th aid, spiritual weapon 9th aura of vitality, vampiric touch 13th death ward, freedom of movement 17th antilife shell, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blood Price. As an action, choose an amount to reduce your maximum hit points by until you finish a short or long rest. For 1 minute, the next time you hit a creature with a melee weapon attack, the attack deals extra damage equal to the number your maximum hit points are reduced by, plus your Charisma modifier. If the weapon you are making the attack with is not already magical, it becomes magical for the attack.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying a weapon, or if you fall unconscious, this effect ends.

Invoke Enmity. As an action, each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature has disadvantage to attack a creature other than you.

This effect ends on the creature if you are incapacitated, die, or if the creature moves more than 30 feet away from you.

Unyielding Resolve

Starting at 7th level, when your hit points fall below half of your current maximum, you gain advantage on all saving throws and resistance to normal slashing, piercing, and bludgeoning damage.

At 18th level, you gain resistance to all damage as part of this effect.

Grasp of the Undying

Beginning at 15th level, your dedication to sacrifice keeps you fighting despite grievous wounds. If you drop to 0 hit points you drop to 1 hit point instead. Once you use this feature, you must finish a short or long rest before you can use it again.

In addition, while you are at 1 hit point, you gain advantage on all attack rolls.

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Avatar of Sacrifice

At 20th level, as an action, you can assume the form of an avatar of sacrifice. Your appearance while in this form can be different based on your deity, alignment, etc.

For 1 hour, you gain the following benefits:

Your hit points are reduced to 1 and you gain temporary hit points equal to your hit point maximum.

If you would gain any hit points while in this form, you choose wether or not to gain them as temporary hit points instead.

When you take the Attack action on your turn, you can imbue your weapon with divine energy by choosing an amount of temporary hit points (with a minimum of 1) plus, your Charisma modifier and add that amount to your next damage roll. In addition, your attacks are magical while in this form.

Once you use this feature, you can't use it again until you finish a long rest.