Oath of Sacrifice (5e Sacred Oath)

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Author: Zhenra-Khal (talk)
Date Created: 5-18-2022
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The Oath of Sacrifice subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.

Table: Oath of Sacrifice

Paladin
Level
Proficiency
Bonus
Hemocraft
Die
Rites Sacrifice
Points
Sacrifice
Limit
Sacraments
Known
Rites
Known
3rd +2 (1)d4 1 2 1 1
4th +2 (1)d4 2 3 1 1
5th +3 (2)d4 2 3 1 1
6th +3 (2)d4 2 3 1 1
7th +3 (2)d4 2 4 1 1
8th +3 (2)d4 2 4 1 1
9th +4 (2)d4 2 4 1 1
10th +4 (2)d4 2 5 2 1
11th +4 (3)d4 2 5 2 1
12th +4 (3)d4 2 5 2 1
13th +5 (3)d6 3 6 2 2
14th +5 (3)d6 3 6 2 2
15th +5 (3)d6 3 6 2 2
16th +5 (3)d6 3 7 2 2
17th +6 (4)d6 3 7 2 2
18th +6 (4)d6 3 7 2 2
19th +6 (4)d6 4 8 3 2
20th +6 (4)d6 4 8 3 2

Tenets of Sacrifice[edit]

The Oath of Sacrifice emphasizes putting others before one's self, and stopping at no cost to fulfill your duties and protect others.

  • You Are Nothing. You are but a tool, a sword, a shield. To value yourself more than others, treat your life as more than a resource, is to jeopardize your mission and risk losing everything.
  • You Are Everything. You are essential. Without your sacrifice, your comrades, your way of life, your world may fall. Your life is worth more when sacrificed than when lived without thought, purpose, or responsibility.
  • No Cost Too Great. No restraint, fear, attachment, or pride should ever stand in the way of your Oath. You are a cog in the great machine that drives the universe forward. Remember your purpose; It is your virtue.
  • No Battle Too Small. A sword cares not how small a foe it strikes, nor a shield how small a creature it protects. Guard all those under your watch with every fiber of your being, to the last crimson drop, to the last breath.

Sanguine Lore[edit]

When you select this Sacred Oath at 3rd level, you gain access to a few special rites of Hemocraft magic. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Oath of Sacrifice table.

Hemocraft[edit]

At 3rd level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.

When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.

You may add one-third (Rounded down) of your Paladin levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.

Bloodborne Sacraments[edit]

You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.

When you select this Sacred Oath at 3rd level, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Oath of Sacrifice table above.

Each time you gain a Paladin level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.

Hemocraft Ability[edit]

Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Charisma is the ability you use for your Oath of Sacrifice Hemocraft. You use your Charisma whenever an ability refer to your Hemocraft ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.

Hemocraft save DC = 8 + your proficiency bonus + your Charisma modifier.

Hemocraft attack modifier = your proficiency bonus + your Charisma modifier.

Channel Divinity[edit]

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

  • Martyr's Bond: You can bond others to your lifeblood to protect them from harm by suffering a portion of their pain yourself. As a bonus action, you form a bond with a number of creatures up to your Charisma modifier (Min 1); You must be able to see these creatures, and they must be within 60ft of you. Until you finish a Short or Long Rest, or until you use this Channel Divinity option again, each time a bonded creature takes damage, they may roll your Hemocraft die, reducing the damage by the number rolled on the die. However, each time they do so, you lose hit points equal to the number rolled on the die.
A creature who is gravely injured gains more protection from your Martyr's Bond. When a bonded creature takes damage, it may instead roll your Hemocraft die twice if it is Bloodied, three times if it is Wounded, or four times if it is Critical.
  • Crimson Wildfire: Your blood latches on to the tiniest bit of restoration, and amplifies it like phoenix fire. Whenever you regain 1 or more hit points, you may use this Channel Divinity option as a reaction. When you do, you must Major Rend; However, you do not lose any hit points to this Major Rend. For every point of the Rend Bonus of that Major Rend, you regain 2 hit points, which are not hampered by Enervation or Decay.

Aura of Stolen Suffering[edit]

Beginning at 7th level, you emanate an aura that absorbs the pain around you. Whenever a creature within 10ft of you suffers damage, you may choose to Major Rend. When you do so, the damage taken by that creature is reduced by 3 points for every point of Rend Bonus granted by that Major Rend.

At 18th level, the range of this aura increases to 30 feet.

Rejuvenating Sacrifice[edit]

Beginning at 7th level, whenever you Rend yourself, your Lay On Hands pool regains a number of points of healing equal to one-half of the hit points lost to that Rend. Additionally, when you lose hit points to your Martyr's Bond feature, your Lay On Hands pool regains a number of points of healing equal to one-half of the hit points lost to the feature.

Salvage Ruin[edit]

Beginning at 15th level, whenever you Rend yourself to protect another creature with your Aura of Stolen Suffering, if you lose 10 or more hit points to the Rend, you gain one Leech Point for every 10 hit points lost to the Rend. Thus, if you sacrificed 23 hit points to protect an ally with your Aura, you would gain 2 Leech Points.

You can possess a number of Leech Points at one time up to one-half of your Hemocraft level, rounded down (Min 1), and any unspent Leech Points are lost when you finish a Long Rest.

Martyr's Reign[edit]

At 20th level, your devotion and sacrifice allows you to give every last drop of your effort. Whenever you would be reduced to 0 hit points, you can activate this feature as a reaction, remaining at one hit point instead. For 1 minute, you gain the following benefits.

  • You cannot be reduced below 1 hit point for the duration, and you are immune to any effect that would imprison, banish, or kill you outright.
  • Neither Rending nor the use of your Martyr's Bond feature cost hit points, nor inflict Enervation or Decay.
  • Any time you or a bonded creature would roll your Hemocraft die, you can instead treat it as if the maximum number on the die was rolled.
  • Each creature of your choice that begins its turn within 30ft of you regains hit points equal to two rolls of your Hemocraft Die.

When this feature ends, you instantly die, and cannot be returned to life via any magic short of a Wish. However, your conviction pulls you from beyond the grave; As long as at least one part of your body remains - A fingernail, an eyeball, an ounce of pure blood, etc. - You can regrow from that body part over the course of 24 hours. At the end of that time, you return to life with 1 hit point.

f your body is destroyed by a Disintegrate spell or similar effect, your body has no healthy parts you can regrow from.

If your body has been burned completely through or otherwise ruined with powerful spells and abilities that affect an area (such as a dragon’s breath weapon or cone of cold), you can still regrow from internal body parts, as long as the damage taken from such effects doesn’t exceed half your hit point maximum.

Finally, if you are dead or not yet fully regrown, any magic attempting to raise your body as an undead creature succeeds, but you instantly gain control over your unliving form.

Once you use this feature, you must finish 1d4 Long Rests before you can use it again.


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AuthorZhenra-Khal +
FeaturesCrimson Mark + and Bloodborne Sacraments +
Identifier5e Sacred Oath +
RatingUndiscussed +
TitleOath of Sacrifice +