Sacred Oath - Oath of Blood

For the elves of Quel'thalas, the destruction of the Sunwell and decimation of their people at the hands of the Scourge caused for many a crisis of faith in the Light. To many, it had failed them in the time of their greatest need, and with this crisis of faith they found that in turn it no longer responded to their calls for aid. Bereft of the powers it had granted them and disillusioned with their church tenets, the once-priestess Lady Liadrin formed the Blood Knight Order from the remnants of Silvermoon's Royal Guards.

Rather than pitifully beg for aid from the Light, they would take it by force. The most famous of these power sources was the naaru M'uru, but a Blood Knight can turn their powers upon any who stand in their way, twisting the energies of their foes to support themselves. They are stalwart defenders of Quel'thalas, and though their powers may make some wary, they would all give their lives for their people.

Tenets of the Blood Knight

Though the exact words and strictures of the Oath of the Heretic vary, paladins of this oath share these tenets:

Choose Your Own Fate: The Light plays puppet with mortals, toying with people for their own designs. A Blood Knight chooses their own fate, regardless of what 'higher powers' desire.

Take What You Can: Power can be used. Do not ask for it, take it - from the Light's worshippers, from their 'chosen', and from any others who would seek to bar the path of Silvermoon.

Preach the Truth: The Light's tendrils in society are rooted deep, it is not enough to merely fight against the evils of the land, but also to fight against the lies that dwell in the hearts of man and convince them there is a better way.

Oath Spells

Oath of Blood Spells

You gain Oath Spells at the Paladin levels listed. Spells marked with an asterisk are included at the end of this subclass description.

Level Spells
3rd Bane, Protective Aegis
5th Hold Undead, Sacrificial Strike
9th Spelltheft, Spirit Shroud
13th Banishment, Encompassing Aegis
17th Dawn, Destructive Wave

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity options:

Siphon Energy: As a bonus action you may target one creature within 60ft of you and attempt to drain them of energy. Roll a d6. The target takes that much radiant damage and you gain hit points equal to the damage dealt. In addition, if the target has spell slots, they lose a spell slot of a level equal to half your proficiency bonus, and you gain a spell slot of the same level. In addition, if the target has the Channel Divinity feature, they lose one use of it and you gain one use in turn.

Seal of Blood: As a bonus action you enhance your blade with a portion of your own life force. For 1 minute, every time you hit with a melee weapon attack you deal an additional 1d6 radiant damage, but you take half as much damage in return. From 11th level in this class, the damage dealt is increased to 2d6.

Fortress of the Mind Aura

A Blood Knight must have a mind of steel. At 7th you and friendly creatures within 10 feet of you are guarded by your steadfast defiance. Those affected by your aura have advantage on intelligence, wisdom and charisma saving throws.

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

Hammer of Wrath

At 15th level you can focus your wrath into a radiant spectral hammer, that you then launch at an enemy within 60'. Make a ranged spell attack. If this hits, it deals 8d8 + 30 radiant damage. If the enemy has fewer than one quarter of their maximum hit points after this damage is resolved, they are instantly reduced to 0HP and die. This can be used once per long rest.

Grand Libram

At 20th level, you can summon the effigy of a blank libram above your head as a bonus action. Until the start of your next turn, the Libram automatically scribes copies of up to 10 levels of spells into its pages, at which point it slams shut. If a spell would bring it over its ten levels, for example if it already had a 5th level spell and then a 6th level spell was cast, it copies the spell to its pages still.

You may unleash the stored spell copies, without any material component costs to yourself as an action. If you do not unleash them within 1 minute, the Libram fades. All stored spells must target the same creature or point in space. Grand Libram can be summoned once, refreshing on a long rest.

Encompassing Aegis

4th level abjuration


  • Casting time: 1 action
  • Range: Self (30' Radius)
  • Components: S
  • Duration: 10 minutes

You enchant a number of creatures equal to 1+your charisma modifier within the area with protective magic. For the duration, the next damage a creature takes is reduced to 0. The spell then ends on that creature.

Hold Undead

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A smallpiece of bone or flesh)
  • Duration: Concentration (up to 1 minute)

Choose an Undead that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional Undead for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Protective Aegis

1st level abjuration


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 minute
  • Classes: Paladin

By touching a creature you grant them a shimmering shield. The next damage they take during the duration of this spell is reduced to 0. The magic is then expended and the spell ends.

Sacrificial Strike

2nd level evocation


  • Casting time: 1 reaction
  • Range: 60'
  • Components: S
  • Duration: Instantaneous

You store up the power of those who stand against you before unleahsing it right back at them. As a reaction to taking damage you may immediately make a ranged or melee spell attack (your choice) at the creature who damaged you. If you hit, the target takes radiant damage equal to twice the damage you took from their attack.

Spelltheft

3rd level abjuration


  • Casting time: 1 action
  • Range: 60'
  • Components: V S
  • Duration: Instantaneous

Make a ranged spell attack against a creature within range. If it hits, you can immediately cast a random spell from their list of spells without expending an additional slot at no additional action cost. You can then continue to cast the spell for 1 hour using your own spell slots, and the target creature cannot cast that spell for 1 hour.