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<blockquote data-quote="justa notherflumph" data-source="post: 7185044" data-attributes="member: 6899510"><p>Hi guys this is my first post here but I wanted to have input on a subclass I thought of for the paladin before putting it in our adventure. I know it's too strong but I hope to keep the flavor while lowering the overall power </p><p></p><p>With that out of the way this is the oath of the blood sworn paladin </p><p></p><p></p><p></p><p>The oath of the blood sworn are defined not only by there commitment to there comrades, but to keeping there promises and their god</p><p></p><p>-blood oath: when a blood oath paladin deems his party worthy he makes a blood oath, by cutting his hand open and pouring out about a table spoon of blood, mixing it with his comrades and then drinking it, the pact is made.</p><p>-committed to there oaths: the oath of the blood oath paladin is not to be taken lightly. The most merciful of the blood oath turn merciless when confronting something that threatens there sworn. </p><p>-a promise is a promise: if a blood oath paladin makes a promise they keep it. They refuse to brake a promise unless doing so is absolutely necessary for saving there oath sworn</p><p></p><p>Blood curdle: you present your holy symbol all enemies within 30 feet have there speed reduced to 10 for 5 turns using your channel divinity</p><p></p><p>Life steal: by uttering a prayer you heal yourself equal to half the damage you dealt in the last 3 turns+your cha mod using your channel divinity </p><p></p><p>Blood rush: at 7th level all allied creatures within 60 feet cannot be slowed </p><p></p><p>Heal through pain:at 15th level you regain hp equal to your cha mod every turn after you damaged an enemy.</p><p></p><p>Blood storm: At 20th level you can turn into the aspect of blood and gain the following benefits</p><p>•your armor is dyed blood red and you gain +2 ac </p><p>•you gain resistance to bludgeoning piercing and slashing damage </p><p>•swirling blood surrounds you dealing 2d6 damage to all non binded creatures within 30 feet of you </p><p>•all creatures with open wounds get dealt 1d10 poison damage and 1d6 stacking poison damage for 5 turns to all non-binded creatures within 30 feet</p></blockquote><p></p>
[QUOTE="justa notherflumph, post: 7185044, member: 6899510"] Hi guys this is my first post here but I wanted to have input on a subclass I thought of for the paladin before putting it in our adventure. I know it's too strong but I hope to keep the flavor while lowering the overall power With that out of the way this is the oath of the blood sworn paladin The oath of the blood sworn are defined not only by there commitment to there comrades, but to keeping there promises and their god -blood oath: when a blood oath paladin deems his party worthy he makes a blood oath, by cutting his hand open and pouring out about a table spoon of blood, mixing it with his comrades and then drinking it, the pact is made. -committed to there oaths: the oath of the blood oath paladin is not to be taken lightly. The most merciful of the blood oath turn merciless when confronting something that threatens there sworn. -a promise is a promise: if a blood oath paladin makes a promise they keep it. They refuse to brake a promise unless doing so is absolutely necessary for saving there oath sworn Blood curdle: you present your holy symbol all enemies within 30 feet have there speed reduced to 10 for 5 turns using your channel divinity Life steal: by uttering a prayer you heal yourself equal to half the damage you dealt in the last 3 turns+your cha mod using your channel divinity Blood rush: at 7th level all allied creatures within 60 feet cannot be slowed Heal through pain:at 15th level you regain hp equal to your cha mod every turn after you damaged an enemy. Blood storm: At 20th level you can turn into the aspect of blood and gain the following benefits •your armor is dyed blood red and you gain +2 ac •you gain resistance to bludgeoning piercing and slashing damage •swirling blood surrounds you dealing 2d6 damage to all non binded creatures within 30 feet of you •all creatures with open wounds get dealt 1d10 poison damage and 1d6 stacking poison damage for 5 turns to all non-binded creatures within 30 feet [/QUOTE]
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