Paladin
Base Class: Paladin

These paladins defeat their enemies by leeching their souls and weakening their spirits. They also heal others and themselves using blood and leech magic. 

Channel Divinity

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

Leech weapon: For one minute, whenever you make and an attack with a weapon of your choice, add your Charisma modifier. Take the amount of damage that you dealt and gain the number of points equal to that. Then use these points to heal you or another friendly creature within 10 feet. You can heal an amount of hit points equal to half your paladin level (rounded up) plus your Charisma modifier.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Give Life: Take an amount of damage equal to half your current hit points. Then heal a friendly creature within 10 feet that amount of hit points. If there are any hit points left over, these become temporary hit points.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

vampiric touch

5th

blindness/deafness

9th

contagion

13th

finger of death

17th

true resurrection

Aura of Leeching

Starting at 7th level, enemy creatures within 10ft. take one damage. You then heal the amount of hit points equal to the damage you dealt, up to your paladin level, while you are conscious.

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

Soul leech

Beginning at 15th level, when an attack roll is made against you, you can use your reaction to impose disadvantage on your attacker. They also suffer one level of exhaustion and take 1d8 damage + your Charisma modifier.

Vampiric Transformation

At 20th level, once per long rest, as an action, you can become a vampire.

When you do so, every attack you make also deals 1d10 necrotic damage and you can heal this amount. In addition, when you make unarmed strikes, you heal the full amount of damage that you dealt.

In addition, at the start of every move, you can choose to become a bat. When you do the gain the stats and abilities of a bat, but retain your intelligence and wisdom. You cannot speak or do anything involving hands. When in bat form, you cannot speak and you must choose for your gear to meld into your form or for it to fall to the ground.

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