Paladin
Base Class: Paladin

Paladins who swear the Oath of Eradication have not strayed from righteousness, but their form no longer reflects the purity of their purpose. Some were betrayed and left for dead, others were cursed during the hunt, and some born from tainted blood. Whatever the path that led them to this point, the result is the same: they now walk the line between life and undeath. Though cursed with bloodlust and driven by unnatural hunger, these paladins steel themselves against corruption. They refuse to fall to darkness. Instead, they turn their affliction against its source, wielding forbidden powers in service of a sacred cause. They are eternal hunters, monsters by fate, heroes by choice. Their oath binds them to one purpose: to eradicate the vampire scourge and all who serve it, until their cursed bodies turn to dust and their souls are freed from torment. 

Tenets of Eradication 

Though the wording may differ from knight to knight, all who swear the Oath of Eradication abide by these iron vows: 

Purge the Scourge - The undead are a corruption of nature and an affront to life. I shall hunt vampires, liches, necromancers, and their thralls without mercy. 

Resist the Hunger - I carry the curse but shall not be ruled by it. I will feed only when necessary, and never upon the innocent. 

Wield the Darkness - I am cursed, yet I fight for the light. I will not reject the powers born of my affliction, but I shall use them only to destroy evil. 

End the Cycle - No soul shall endure what I have. Where I can end a curse, I will. Where I cannot, I will grant a swift death. 

Die on Your Feet - Should I fall, let it be standing over the ashes of the last leech. Let my bones rise no more. 

*** DM discretion *** Prerequisite:  A paladin must possess the Dhampir lineage or survived an attacked by a vampire or had vampire ancestors before swearing this oath.

Oath of Eradication Spells

You gain Eradication spells based on your level that are always prepared and don't count against your daily number of prepared spells..

Channel Divinity

An Oath of Eradication paladin of 3rd level or higher gains the following two Channel Divinity options and replaces previous oath options.

You can channel supernatural energy directly from within, using your own cursed blood to fuel magical effects. You start with two such effects: Unnatural Force and Eye's of the Night, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest or when specified by Bloodletting Bite, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

Unnatural Force. As a Bonus action, when you hit a creature with a melee attack you can expend one use of your Channel Divinity to hit the target with unnatural strength. The target takes extra bludgeoning damage equal to twice your Paladin's Strength modifier in addition to the normal melee attack damage, and the target must make a Strength saving throw.  On failure, the target is prone.

Eyes of the Night. As an action,  you can expend one use of your Channel Divinity, to channel the cursed blood within causing your eyes to glow blood red magically enhancing your vision and presence. For 10 minutes, you gain darkvision out to 120 feet (or +60 feet if you already have it). You can target a number of creatures equal to your charisma modifier (minimum of one) that you can see within within 30 ft. each must make a Wisdom saving throw or be frightened of you until the end of your next turn. A creature whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Ravenous Hunger

Starting at 3rd level, when you take damage, you can use your reaction to unleash your Ravenous Hunger a state of supernatural fury and predatory instinct. While gripped by this hunger, your eyes blaze with crimson light, and your body moves with blood-fueled intensity.

While Ravenous Hunger is active, you gain the following for 1 minute:

- You have advantage on Strength checks and Strength saving throws.
- You have resistance to slashing and bludgeoning damage 
- You gain advantage on melee weapon attack rolls using Strength.
- Attack rolls against you also have advantage.
- You cannot cast spells or concentrate on them while Ravenous Hunger is active.

The hunger ends early if you are knocked unconscious, or if your turn ends and you haven't either attacked a hostile creature or taken damage since your last turn. You can also end Ravenous Hunger early as a bonus action.

You can use Ravenous Hunger a number of times per long rest based on your level, as shown below. You regain all expended uses when you finish a long rest. 

Paladin Level 

Uses per Long Rest 

3rd 

1 use 

5th 

2 uses 

7th 

3 uses 

15th 

4 uses 

20th 

5 uses 

Bloodletting Bite

Starting at 3rd level, once per long rest, while you are in Ravenous Hunger, you can unleash your fangs in a brutal act of survival and dominance. As an action, you make a special melee attack Bloodletting Bite against a humanoid or monstrous humanoid creature that has blood and is missing hit points. 

On a hit, the target takes 1d8 piercing damage plus your Strength modifier and must succeed on a Strength saving throw or succumb to your feeding. On a failed save, you regain hit points equal to the damage dealt + your proficiency bonus. 

If this attack reduces the creature to 0 hit points, you may regain one expended use of Channel Divinity. 

Damage Upgrade. The damage increases by one die when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cursed Blood

Starting at 3rd level, your cursed blood rejects outside attempts to restore your vitality.

You cannot regain hit points from any source other than your own class features, spells, or natural recovery through rest. This includes:
- Healing potions or consumables, when healed with a spell cast by another creature roll a 1d4 and subtract the result from the total amount received. 

However, you can still benefit from:
- Hit point restoration from your own spells, features and abilities (such as Lay on Hands or Bloodletting Bite)
- Short and long rests

Your body has adapted to survive on cursed vitality alone, only the power you wield directly can restore your strength.

Your cursed blood demands sustenance to remain stable. If you go more than 7 consecutive days without feeding on the blood of a living creature either by regaining hit points from an ability such as Bloodletting Bite, Vampiric Touch, or another feature or action you begin to suffer the effects of blood deprivation.
At the end of the seventh day, you gain one level of exhaustion, which cannot be removed by resting. You gain an additional level of exhaustion every 72 hours there after.
Feeding on a creature with blood removes all exhaustion caused by this feature.

Aura of Blood Lust

Starting at 7th level, while you are conscious, you exude a supernatural presence that empowers your attacks when enemies are vulnerable.  

If any hostile creatures within 10 feet of you are missing any of its hit points, you gain a bonus to your melee weapon damage rolls equal to your Charisma modifier (minimum of +1).  

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

Sanguine Dominion

Starting at 15th level, when a hostile creature within 5 feet of you that has blood takes damage from a melee weapon attack, you can draw strength from their wounds. You regain hit points equal to half the damage the creature takes from the attack. Always round up when determining the hit points restored.  

This effect applies once per instance of damage and only if the creature is within 5 feet of you when the damage is dealt. 

The Red Saints Miasma

Starting at 20th level, Once per long rest, as an action, you can awaken the ancient curse within your blood, unleashing a miasma of crimson mist and wrathful power. You take 4d6 damage as your blood vaporizes into a 30-foot radius toxic red miasma that surrounds you for 1 minute. The mist reduces bright light to dim light within its area and cloaks the battlefield in oppressive dread. Whenever a hostile creature that is either frightened or missing hit points starts its turn in the miasma, it must make a Constitution saving throw  On a failed save, the creature takes 4d10 poison damage, its movement speed is reduced to 0 until the start of your next turn, and it becomes poisoned. On a successful save, the creature takes half damage and suffers no additional effects. While the miasma persists, hostile creatures that rely on sight have disadvantage on attack rolls against targets inside the miasma.  

As a bonus action while the miasma is active, you can cause it to harden into jagged crimson spears and lash out at your enemies. Make a melee spell attack against a creature within the miasma. On a hit, the target takes 4d10 + your Charisma modifier piercing damage as blood-forged shards pierce their flesh. 

If a creature that was poisoned by this feature starts its turn outside of the miasma, it may use its action to attempt a Constitution saving throw. On a success, the poisoned condition ends 

“They called you cursed… but now you are divine in your own way.” 

 

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