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View Full Version : Help with homebrew idea for 5e Paladin Archetype set in Critical Role



lish_craig
2018-09-16, 05:05 PM
I have messed around with a Paladin Archetype set in Matt Mercer's Critical Role world of Exandria that is inspired off of the Blood Cleric he created. Please help me with it if you can. Constructive criticism only please.


Oath of Blood

When a paladin takes the Oath of Blood, they are willing to do whatever it takes for victory, even at the cost of their own life force. While to some, this may seem like blood lust, to the paladin, it is at the core of their existence. It is much more of a noble path to those that follow the calling.
When in combat think of different ways to add flavor to your attacks and spells to portray your Blood Oath. Hold person can be thought of as controlling the creature’s blood flow to stop them in their tracks. Mind Spike could be that you control the blood vessels in the brain to rupture and cause hemorrhaging. Use your imagination to add additional fun to your attacks.

Tenants of Blood

The tenets of the Oath of Blood are held on the highest of standards and are never wavered upon. Those in the hierarchy of the Claret Orders expect nothing less than complete obedience and adherents to the principles of the Orders from their paladins
• Victory – Victory at all costs, even if it means your own life.
• Show Evil No Quarter – Mercy is never granted to the malevolent.
• Honor – be forthright in your life lest you become the evil you are hunting.
• Protect the Light – Wherever there is good in the world it must be preserved and allowed to flourish.

Blood Oath Spells

3rd Inflict Wounds, False Life
5th Hold Person, Mind Spike
9th Life Transference, Vampiric Touch
13th Aura of Life, Compulsion
17th Contagion, Enervation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Channel Divinity: Blood Freeze
As an action, you can stop the blood of a creature within 10 feet of you that you can see. The creature must succeed on a Constitution saving throw or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.
Channel Divinity: Bloodletting
When you hit a creature with an attack using a weapon that does slashing or piercing damage, you can wound the target. At the start of the creature’s turns, it takes 1d4 damage, and it can then make a DC 15 Constitution saving throw, ending the effect of the wounds on itself on a success.

At Higher Levels: At level 8, the damage dice to Bloodletting increases to a 1d6, at level 13 the die increases to a 1d8 and at level 18 the die increases to a 1d10

Aura of the Sanguine
Starting at 11th level, you and friendly creatures within 10 feet of you cannot be frightened while you are conscious. At 17th level, the range of this aura increases to 30 feet.

Laceration Resistance
At 15th level, you gain resistance to piercing, and slashing damage from nonmagical weapons.

Claret Exemplar
At 20th level, you can use your action to gain the following benefits for 1 hour:
• You have resistance to necrotic damage.
• Your enemies have disadvantage on constitution saving throws while within 30ft of you.
• You have advantage on constitution saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.
Once you use this feature, you cannot use it again until you finish a long rest.