Base Class: Paladin
5th Edition Oath of Vampyr Subclass for Paladins.
Oath Spells
Due to servitude to vampiric powers, you gain oath spells at the paladin levels listed in the Oath of Vampyr Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Vampyr Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Charm Person, Inflict Wounds |
| 5th | Phantasmal Force, Mind Spike |
| 9th | Vampiric Touch, Summon Undead |
| 13th | Locate Creature, Dimension Door |
| 17th | Raise Dead, Hold Monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Feral Assault. After successfully reducing a creature to 0 HP, as reaction, you can do an unarmed attack against a creature within 5 ft of you. Roll for unarmed melee attack. If it lands, you do necrotic damage equal to your proficiency bonus combined with your charisma modifier. After this reaction, all hostile creatures within 15 feet of you, must succeed on a Wisdom saving throw or become frightened until the end of their next turn.
Enhanced Vampirism. For 10 minutes, you have Darkvision up to 120 ft. Additionally, as a bonus action, while you are in a dim light or shadow, you can teleport to another space which is in dim light or shadow within 60 ft if that area is not occupied by an object.
Vortex of Bats
As you reach 7th level, your vampiric nature allows you to call forth upon swarms of bats to suround you and protect you. As a bonus action, you can summon a vortex of bats to suround you for 1 minute. If any creature gets within 5 feet distance of you, they instantly take 1d8 slashing damage. All Intimidation checks have advantage while this feature is active.
At 18th level, the range of the vortex increases to 10 feet.
Bloodletting Strike
Starting at 15th level, your oath to Order of Vampyr strengthens your connection to the vampirism even further.
After you successfully reduce a creature to 0 HP, you can forgo the Feral Assault feature, and attack the nearest creature to siphon their life energy out of them. As a reaction, you can bite a creature within 15 feet of you. Roll for a melee attack. If the attack lands, the necrotic damage you do is 1d6 + your charisma modifier. In addition, you regain hit points equal to the damage you dealt with this attack and creature which you just bitten, has to roll 1d12 for one of the effects.
1/3. All saving throws made until the end of their next turn are with disadvantage.
4/6. Creature must pick either an action, reaction or bonus action which they only can do for next turn.
7/9. Creature takes additional 1d4 necrotic damage every time they get hit until the end of the next turn.
10/12. All attacks rolls have -5 penalty until the end of the next round.
Knight of Vampyr
At 20th level, your connection to Order of Vampyr is fully realised. Using your action, you undergo your vampiric transformation. For 1 hour, you gain the following benefits:
- Wings made out of blood sprout from your back and grant you a flying speed of 60 feet.
- You have resistance to all damage made by non magical weapons.
- At the start of your turn, you regain hit points equal half your paladin level combined with your charisma modifier. This effect doesn't trigger if you've taken radiant damage prior to your turn.
- After each your successful hit, target takes additional 1d8 necrotic damage. In addition, their hit point maximum is reduced by the amount of points equal to the necrotic damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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