Oath of Sacrament – Paladin Subclass

Paladin: Oath of Sacrament

The Sacrament of Blood is one of the central rituals of the Blood of Vol. Members of the community gather, and each sheds a few drops of blood into a chalice. The faithful believe that there is a divine spark in the blood; through this ritual, the faithful are recognizing their shared divinity and affirming their connection to one another. Death is oblivion. But life itself is divine, and all of the faithful are bound by blood. A paladin who takes the Oath of Sacrament harnesses the divine power in their own blood and uses that gift to defend those they care about. Such a paladin cares little for honor or honesty, and sees no need to protect every innocent. Reality is vast and cruel, and some people deserve to end in oblivion. But friends and family are precious, and the paladin will guard them to the bitter end.

Tenets of Sacrament

The tenets of the Oath of Sacrament drive a paladin to be a champion of life and a bringer of death.

  • Mastery of Life: The multiverse is harsh and unforgiving, if gods exist they are distant, their power is limited, or their attention simply cruel. Within you lies a spark of divinity, and it calls you to share its warmth.
  • Mastery of Self: You follow the path of no greater being. Your journey is that of a steady hand, thoughtful care, and decisive action. Transcend your mortal beginnings, prove yourself worthy of the faith others place in you, and guide their way.
  • Mastery of Death: Death is a tool like any other. It is yours to unleash; but do so wisely, only to tip the scales when necessary and preserve the balance that wars within all things.

Level 3: Oath Spells

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

Paladin LevelSpells
3rd False Life, Zephyr Strike
5th Alter Self, Enhance Ability
9th Feign Death, Vampiric Touch
13thDeath Ward, Sickening Radiance
17th Anti-Life Shell, Enervation

Level 3: Channel Divinity

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

Sacrament of Blood: As an action, you can use your Channel Divinity to expend a number of Hit Dice up to your proficiency bonus to strengthen your allies and weaken your enemies. Roll the dice and add them together. Living creatures you choose within 30 feet of you, including you, regain hit points equal to the total, while undead creatures you choose within that same area take force damage equal to the same amount.

Turn the Suffering: When you roll a saving throw at the end of your turn to end one spell or effect on yourself, you can use your Channel Divinity to automatically succeed on the saving throw and push the effect to those around you. Each creature within 10 feet must succeed on the saving throw specified in the description of the spell or effect against your spell save DC or immediately be affected by it. The effect lasts until the end of your next turn. Each creature can repeat its saving throw at the end of each of its turns. On a success, the effect ends.

Level 7: Aura of Inner Strength

Starting at 7th level, whenever you or a friendly creature within 10 feet of you makes a Strength or Constitution ability check, the creature gains a bonus to the check equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Level 15: Godless Dogma

Starting at 15th level, your stoic resolve allows you to persist against the agents of above and below. Your proficiency bonus is doubled for saving throws against spells and effects that deal necrotic or radiant damage, and you have resistance to radiant and necrotic damage.

Level 20: Absolution

You have become a selfless champion of perseverance and a pillar for the downtrodden. Starting at 20th level, whenever you cast a spell that targets a single creature that damages or restores hit points to it, you can use your reaction to expend a number of Hit Dice, up to half your proficiency bonus. Roll those dice, and add the total to the healing or damage of your spell.

Source: Morgrave Miscellany, pg. 53


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