Oath of Blood

Tenants of Blood

The Tenants of Blood have been passed down and taught to many Paladins who have broken their oaths with no ill intention or desire to betray their previous Gods. Wanting to avoid meeting the fate of becoming an OathBreaker, Paladins of Blood swear a new Oath to the Bat God Camazotz, an oath of redemption and turning the forces of evil against themselves.

A Second Chance: You have broken your previous oath, not on purpose though, you just werent able to keep up with it. This is your chance to attone, by proving You wont turn to evil like the OathBreakers.

Rule Thyn Enemy: The Bat God lives among the gods of Death, to him Necromancy is nothing more than a valuable tool. You feel no ill-comfort in the use of the Undead as long as you use them for the greater good.

Blood for the Bat: Camazotz demands blood, and your duty is to sate his hunger as you enact divine justice. Whenever an execution is in need as punishment for religious crimes, you must be the executor, or play a role in the execution in some way.

Oath Spells

Level Spell 3rd Hunter's Mark, Sleep 5th Letting Smite*, Darkness 9th Animate Dead, Gaseous Form 13th Blight, Ravenous Counter* 17th Contagion, Forsaking Smite*

*Homebrewed Spells, will be included at the end of this Oath suplement.

Channel Divinity

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

Horrid Visage: as an Action, You exude an aura of dark magic that takes the form of a bat's shreeking face. All creatures within 30 feet that can see the bat's haunting expression must make a Wisdom saving throw against your Paladin Spellsave DC. On a Failure, they become frightened of you for 1 minute.

Curse of Undeath: as an Action, You channel Camazotz's power into the corpses around you, breathing life back into the dead. You can conjure and raise two Undead monsters of CR 1/2 or lower of your choice to serve you, they take their own turns right after your turn, and roll initiative to determine which of the two go first. At 15th level, you can choose Undead of up to CR 2 and summon up to 3 of them.

Shroud of the Night

Starting at 7th level, You have learned the Vampiric secrets of the night, allowing you to exuce an ancient Necromantic Shroud. You and all allies within 10 feet of you can add your Charisma Modifier as a bonus to Stealth checks, and dont suffer drawbacks to stealth from heavy armor. This effect requires you to be concious. at 18th Level, this Aura's range increases to 30 feet.

Necrotic Resolve

Starting at 15th level, Your body becomes a powerful conduit for the Vampiric Magic of your God. You gain resistance to Necrotic damage. Additionally, you gain Temporary Hit Points equal to your Charisma Modifier multiplied by the number of Undead Allies you have within 20 feet of you at the start of Combat.

Legions of Camazotz

At 20th level, as an Action, you wreath yourself in Vile Necrotic Energy and Vampiric Sorcery, however your pure and devoted heart keeps your mind from succumbing to the seductive and corrupting nature of these dark forces. You sprout vast bat-like wings and your fingers sharpen into wicked claws, you gain the following Benefits for up to 1 Minute.

Wings of Camazotz: You gain a Flying Speed of 40 feet.

Undead Legion: You summon 5 Vampire Spawns that serve your every command and fight for you, you can command them to take specific actions on your turn using a Bonus action, and they linger around after the 1 minute duration of this feature for an additional 4 minutes.

Ravenous Ward: You and all Allies within 30 feet of you deal an additional 1d10 + your Charisma Modifier as Necrotic damage on their melee spell and weapon attacks, and gain Temporary Hit Points equal to half the Necrotic Damage Dealt.

This feature can only be used once per long rest.