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Oath of Blood and Fire

Some warriors drink the hot blood of their enemies and swear an oath of loyalty to the pharaoh and Ra. They offer themselves to the goddess as an earthly vessel for her unbridled ferocity. With her blessing, they gain the following features.

Tenets

  • Plan your Attack. Know your enemy. Choose your moment to strike. Do not let your enemy choose.
  • Fight like the Lion. Achieve victory through sudden, overwhelming assault.
  • Destroy Disorder. Hunt and kill all who would bring chaos and disorder to the world.
  • Seek Justice. Wrongs must be put right, innocent victims must be avenged.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options: Aura of Justice. You can use your Channel Divinity to radiate an aura of burning justice that terrifies evil doers. As an action, you force each creature of your choice within 30 feet of you to make a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself if successful.

Bloodlust. When you kill a creature, you can expend one use of your Channel Divinity as a bonus action and enter a ferocious bloodlust. While in this state, you gain the following advantages.

  • When you make a melee weapon attack, you gain a bonus to the damage that is equal to your Charisma modifier.
  • You gain 4 temporary hit points per paladin level.
  • When you use the Attack action you can use your bonus action to make another attack with your weapon, as long as you haven’t already used your bonus action this turn.

You cannot cast spells or concentrate on them while engrossed in a bloodlust.

Your bloodlust lasts for 1 minute. It ends early if you consume alcohol or are knocked unconscious. It otherwise cannot be ended and you are compelled to attack any creature or object of your choice that you can see until the duration expires.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Blood Spells
Paladin Level Spells
3rd Expeditious retreat, jump
5th Conjure animals1, prayer of healing
9th Sun ray, haste
13th Polymorph2, stoneskin
17th Flamestrike, contagion

1 Felines only
2 Lion only

Burning Aura

Beginning at 7th level, you can use a bonus action to begin radiating a glowing, sun-like aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. It continues until you end it with a bonus action or become incapacitated. Any creature that is frightened of you has its speed reduced to 0 while in this aura. It also takes radiant damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura extends to 30 feet.

Warlord’s Resilience

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

Avatar of War

At 20th level, you can become an avatar of your deity imbued with superhuman power. Using your action, you transform into a leonine humanoid with keen sense, long fangs, and sharp claws. You gain the following benefits for 1 minute.

  • Pounce. If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on Strength saving throw or be knocked prone. If the target is prone, you can make a bite attack against it as a bonus action.
  • Senses. You have advantage on all Wisdom (Perception) checks that rely on hearing or smell.
  • Natural Weapons. You gain claws and fangs which you can use as simple melee weapons.
  • Bite. Your bite inflicts 1d10 + your Strength modifier in piercing damage.
  • Claws. Your claws inflict 1d8 + your Strength modifier in slashing damage.
  • Extra Attack. When you take the Attack action, you can attack three times. Once you use this feature, you can’t use it again until you finish a long rest.
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Mystery Cults: Sekhmet, Copyright 2020, Bloodstone Press

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