Shapechanger. If the vampire paladin isn’t in running water or sunlight, they can use their action to polymorph into a Medium cloud of mist, or back into their true form.
While in mist form, the vampire paladin can’t take any actions, speak, or manipulate objects. They are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and they can’t pass through water. They have advantage on Strength, Dexterity, and Constitution saving throws, and they are immune to all nonmagical damage, except the damage they takes from sunlight.
Legendary Resistance (3/Day). If the vampire paladin fails a saving throw, they can choose to succeed instead.
Misty Escape. When the vampire paladin drops to 0 hit points outside their coffin, they transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that they aren't in running water or sunlight. If they can’t transform, they are destroyed.
While they have 0 hit points in mist form, they can’t revert to their vampire form, and they must reach their coffin within 2 hours or be destroyed. Once in their coffin, they revert to their vampire form. They are then paralyzed until they regain at least 1 hit point. After 1 hour in their coffin with 0 hit points, they regains 1 hit point.
Regeneration. The vampire paladin regains 20 hit points at the start of their turn if they have at least 1 hit point and aren’t in running water or sunlight. If they takes radiant damage or damage from holy water, this trait doesn’t function at the start of their next turn.
Spellcasting. The vampire paladin is a 20th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). They have the following paladin spells prepared:
1st level (4 slots): command, hellish rebuke, inflict wounds, searing smite, thunderous smite, wrathful smite.
2nd level (3 slots): branding smite, crown of madness, darkness.
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit shroud.
4th level (3 slots): blight, confusion, staggering smite.
5th level (2 slot): banishing smite, contagion, dominate person.
Spider Climb. The vampire paladin can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. The vampire paladin has the following flaws:
Forbiddance. They can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. They takes 20 acid damage if they ends their turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into their heart while they are incapacitated in their coffin, they are paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, the vampire paladin takes 20 radiant damage at the start of their turn, and they have disadvantage on attack rolls and ability checks.
Multiattack. The vampire paladin makes two attacks, only one of which can be a bite attack.
Longsword, +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (1d10 + 12) slashing damage plus 5 (1d8) necrotic damage
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, the vampire paladin can grapple it (escape DC 21) instead of dealing the slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire paladin, incapacitated, or restrained. Hit: 7 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire paladin regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire paladin’s control.
Charm. The vampire paladin targets one humanoid they can see within 30 feet of them. If the target can see them, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards the vampire paladin as a trusted friend to be heeded and protected. The target isn’t under the vampire paladin’s control, but it takes the vampire paladin’s requests and actions in the most favorable way and lets the vampire paladin bite it.
Each time the vampire paladin or their companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire paladin is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Dread Lord (1/Day). The vampire paladin can surround themselves with a 30-ft. aura of gloom for 1 minute, reducing any bright light in the aura to dim light. Whenever an enemy that is frightened by them starts its turn in the aura, it takes 4d10 psychic damage. Creatures that rely on sight have disadvantage on attack rolls against creatures within the aura.
The vampire paladin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire paladin regains spent legendary actions at the start of their turn.
Move. The vampire paladin moves up to their speed without provoking opportunity attacks.
Longsword, +3. The vampire paladin makes one attack with its Longsword, +3.
Unarmed Strike. The vampire paladin makes one unarmed strike.
Bite (Costs 2 Actions). The vampire paladin makes one bite attack.
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