Paladin
Base Class: Paladin

Paladins who swear the Sanguine Crown master a holy hunger. They are moonlit knights who hunt cruelty, drink strength from the wicked, and turn the terror of the night into refuge for the innocent. Their power echoes vampirism, but their vows keep it leashed.

Level 3: Oath of the Sanguine Crown Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Sanguine Crown Spells table, you thereafter always have the listed spells prepared.

Oath of the Sanguine Crown Spells
Paladin Level Spells
3 Bane, False Life
5 Prayer of Healing, Suggestion
9 Counterspell, Gaseous Form
13 Death Ward, Greater Invisibility
17 Antilife Shell, Hold Monster

Level 3: Veil of the Swarm

When you fail a saving throw or are hit by an attack, as a reaction, you can expend one use of your Channel Divinity to burst into a storm of bats and reform an instant later. You gain the following effects:

  • If triggered by an attack, that attack misses you.

  • If triggered by a failed saving throw, you instead succeed on that saving throw.

  • You ignore all effects of the triggering attack or saving throw.

  • You then reform in an unoccupied space you can see within 30 feet of your original space.

Level 3: Pack of the Sovereign

As a Bonus Action, you can expend one use of your Channeled Divinity to transform into a number of CR 1/4 wolves equal to twice your proficiency bonus (rounded up). You control them all, and they act on your initiative, taking their turns in place of yours.

  • You retain your mental ability scores, alignment, personality, skill proficiencies, and saving throw proficiencies.

  • You cannot concentrate on spells and cannot be affected by spells or magical effects
  • While you are the pack, you can take only the actions available to a wolf, but you do so as all of the wolves.

  • Each wolf gains temporary hit points equal to twice your Paladin level.

  • Each wolf uses your spell attack modifier for its attack rolls, and adds your proficiency bonus to its damage rolls. Additionally, the wolves' attack rolls ignore resistance and immunity to piercing damage. 

The transformation lasts for a number of rounds equal to half your proficiency bonus (rounded up), or until all of the wolves are unconscious. You can end the transformation early (no action required). When the form ends, you return to your normal form in an unoccupied space of your choice that was occupied by one of the wolves that is still alive. If all of the wolves die, the transformation ends immediately; you return to your normal form and choose one of the wolves’ corpses, appearing in its space (or the nearest unoccupied space of your choice if that space is occupied), and any excess damage that killed the last wolf does not carry over to your normal form.

Level 7: Aura of Thirst

You radiate a dominion that sharpens your thirst into certainty.

Once per round, when a hostile creature in your Aura of Protection targets you with an attack, ability, or spell, you gain an additional Hit Die.

Additionally, when a hostile creature in the aura damages you, you can expend Five Hit Dice to gain the following benefits:

  • You regain one expended spell slot and one expended use of Channel Divinity.

or 

You transform into a cloud of mist and immediately regain hit points equal to twice your paladin level. While you are in your mist form:

  • You are heavily obscured to creatures more than 5 feet away from you. 

  • You have resistance to Bludgeoning, Piercing, and Slashing damage; you have immunity to the prone condition; and you have advantage on Strength, Dexterity, and Constitution saving throws.
  • You have a flying speed of 50 feet and can hover.
  • You can move through a space as narrow as 1 inch wide without squeezing, but you treat liquids as though they were solid surfaces.

  • You can enter and occupy the space of another creature.

  • You can’t attack, cast spells, or manipulate objects, but you can still use your Lay on Hands feature.

  • You regain hit points at the start of each of your turns equal to your paladin level if you have at least 1 hit point.

Your mist form lasts for 10 minutes, or until you end it early (no action required). If you are reduced to 0 hit points while in your mist form, your mist form ends immediately, you revert to your normal form, and you fall unconscious. You then begin making death saving throws as normal.

 

 

Level 15: Dreadlord's Passage

Your oath grants you the unnatural mobility of the ancient dead.

  • You gain a climb speed equal to your walking speed, and you can move up, down, and across vertical surfaces and ceilings while leaving your hands free.

  • You can move along walls and ceilings without falling, even while your hands are occupied.

  • Shape of the Night. You can cast Polymorph on yourself without expending a spell slot to assume the form of a bat or a wolf (using the normal stat blocks). You can do so at will, and you can end the spell early (no action required). While in either form from this feature, you can’t cast spells, and your game statistics are replaced by the form except you retain your mental ability scores, alignment, and personality.

  • Through Stone and Shadow. As a bonus action, you become partially incorporeal for 1 minute. During this time, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage for each 5 feet you were moved.
    Once you use this bonus action, you can’t use it again until you finish a short or long rest.

Level 20: Vampiric Apotheosis

You become a true sovereign of dusk. As a bonus action, you assume this form for 1 minute:

  • You gain a flying speed equal to your walking speed and can hover.

  • Once on each of your turns when you hit a creature with a melee attack, you deal an extra 2d8 necrotic damage.

  • When you deal this necrotic damage, choose one:
    (a) you regain hit points equal to the necrotic damage dealt, or
    (b) the target can’t regain hit points until the start of your next turn.

  • Night Cannot Hold You. If damage would reduce you to 0 hit points, you can drop to 1 hit point instead. Once you use this benefit, you can’t use it again until you finish a long rest.

Once you use Vampiric Apotheosis, you can’t do so again until you finish a long rest.

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