Paladin
Base Class: Paladin

Oath of the Vampyr Tenets:

A Burden Realized: By continuing with this burden, you vow to never willingly give in to your vampiric curse. You are not a vampire but someone who can withstand the affliction for a greater purpose. Your vampiric powers shall never be used upon the innocent.

Blood Discipline: Unrelenting discipline is all that keeps you on your path. You must stay your fangs from the innocent when trying to quell the never ending thirst.

Mortal Enemies: Vampires are the scourge of the earth, you will use your powers and abilities to end all vampires who cross your path, lest they turn someone to the same fate as yours.

Weaknesses:

  • Unholy being, you take double Radiant Damage.
  • Blood Nourishment, you must consume a quantity of humanoid or creature blood equal to half a litre every three days or risk going into a blood frenzy. Must make a wisdom saving throw to stay sane. (need ideas for punishment for failing)
  • Forbiddance, you are restricted of entering a residence by a magic barrier unless you are invited.
  • Sunlight Hypersensitivity: While in direct sunlight, you have disadvantage on Attack rolls and Ability Checks

Strengths:

  • Resistant to Necrotic and Cold Damage
  • Superior Darkvision of 120 feet
  • Immunity to poison and disease
  • +2 AC while not wearing any armour
  • You do not need to breath, eat, drink or sleep (A long rest is performed by remaining idle for 4 hours)

 

Bathe in Blood

Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity to feed on the creature’s life essence. You can spend a number of Hit Die to regain health as if you had just finished a short rest. You can spend a number of available Hit Die in this way up to your Charisma modifier (minimum of 1.)

Creature of the Night

As a bonus action, you can use your Channel Divinity to magically assume the shape of a bat, rat or wolf. You can stay in a beast shape for a number of hours equal to half your paladin level (rounded down). You then revert to your normal form unless you expend another use of Channel Divinity. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.

When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert due to dropping to 0 hit points, any excess damage carries over
to your normal form. You can speak but you can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell you’ve already cast.

Aura of Flowing Veins

You exude an aura of blood magic. When you or a friendly creatures within 10 feet of you fails a Constitution saving throw, as a reaction, you can choose to expend 1 hit die and allow the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.


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

Misty Escape

When you are hit by an attack, you can use your reaction to transform into a cloud of mist. You gain resistance to damage from the triggering attack, and teleport up to 30 feet to an unoccupied space that you can see.


You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Sanguine Terror

As an action, you can magically become a Sanguine Terror, gaining the following benefits for 10 minutes: You have immunity to necrotic and cold damage as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
You grow bat-like wings and gain a flying speed of 60 feet.
You regain 20 hit points at the start of your turn. If you take radiant damage, this trait doesn’t function at the start of your next next turn.
This effect ends early if you are incapacitated or die.
Once you use this feature, you can’t use it again until you finish a long rest.

Vampiric Spells

You gain Vampiric Oath Spells

Resistances Immunities and Vulnerabilities

Resistant to Cold and Necrotic damage

Immune to Poison and Disease

Vulnerable to Radiant Damage

Darkvision

Your vampiric eyes give you superior darkvision up to 120 feet

Oath Spell Slots

Gain Oath Spells at 3rd, 5th, 9th, 13th and 17th level

Oath Of The Vampire Image