Oath of the Blood Moon (5e Subclass)

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Oath of the Blood Moon[edit]

Paladins of the Blood Moon are a brutal force to be dealt with. They appear when someone or something must be slaughtered, and others don't have enough power to deal with a target. It might be a wicked witch or a mighty dragon, for them it matters not. They need prey. They hunt it down, and eventually kill it or get killed. Though don't be fooled that they underestimate their enemies. They will take time to prepare, for there is no use of a fool, who goes on a dragon hunt alone or unarmed. They do this for different reasons. Some want to protect innocents, others desire glorious battles with powerful entities. Also, they are not restricted by any sources of their divine power, only by dogmas. You can talk with your DM about how your paladin got their magic. For example they could belong to some god, but they can do it through sheer will too.

Tenets of the Blood Moon

Though the exact words and strictures of the Oath of the Blood Moon vary, paladins of this oath share these tenets:
Composure Kill with no emotion. Pity is for the rest, not for you.
Know your enemy Try to collect information about your enemies when possible.
Detachment Never allow personal matters to get in the way of the killing.

Oath of the Blood Moon Spells
Paladin Level Spells
3rd faerie fire, inflict wounds
5th hold person, spiritual weapon
9th deathtouch, remove curse
13th guardian of faith, locate creature
17th banishing smite, greater restoration
Channel Divinity

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

Thirst for Blood. As an action, you declare your intent to destroy a creature within 60 feet of you. The creature makes a Charisma saving throw. On a failed save, the creature is under the effect of frightened and cannot take the Dash action for 1 minute. On a successful save, the creature has disadvantage on Dexterity (Stealth) checks for the same period of time. Creatures targeted by this make remake the save at the end of each of their turns.

Blood Red Radiance. As a bonus action, you may cover your melee weapon in a deep glow of radiant red moonlight. Your attacks with that weapon gain 1d8 radiant damage and you get temporary hit points, equal to the result of the 1d8. This effect lasts for 1 minute.

Fake Light

At 7th level, as a bonus action, you can make a 30-foot sphere of magical darkness around you that only you may see through. It lasts until the start of your next turn, and you regain use this feature after you finish a short or long rest. At 18th level, the range of fake light increases to 60 feet.

Blood Moon Cloak

At 15th level, you are now cloaked in magical darkness. When you are not in sunlight, you receive a +1 bonus to AC. Also, you gain proficiency in the Stealth skill, if you already have proficiency in it, you can double your proficiency bonus.

Blood Moon Aura

At 20th level, You give off a soothing aura around you for 20 feet. All creatures of your choice around you gain darkvison for in a range of 60 feet, and have advantage against being charmed, frightened, and petrified.

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