Paladin
Base Class: Paladin

The Oath of the Bloodhunt is sworn by paladins who have looked into the abyss and chosen to wield its power against itself. These grim warriors hunt vampires, liches, demons, and all creatures that feast upon the innocent—and in their pursuit of justice, they have embraced the very darkness they seek to destroy. 

To become a bloodhunter is to walk a razor's edge. You drain life as vampires do, move through shadows like a predator, and inspire the same terror in your enemies that monsters inflict upon their victims. But unlike the creatures you hunt, you have not abandoned your humanity—not yet. Every use of your dark gifts tests your resolve; you are both savior and monster, protector and predator, and the line between them grows thinner with each passing day. 

Churches rarely condone this oath, and common folk fear bloodhunters nearly as much as the monsters they slay. You may find yourself hunting alone, trusted by no one, welcomed nowhere. Whatever brought you to this oath, you now bear a terrible burden: the power to save lives, at the cost of your own soul. 

  •  Hunt the Darkness. Destroy those who prey upon the innocent. No monster is beyond your reach.
  •  Become the Weapon. Embrace the power you need to win. Evil's strength turned against itself is justice.
  •  Master Yourself. The beast within must serve your will, not command it. Control is everything.
  •  Hold the Line. Walk the edge between light and shadow, but never cross it. If you fall, you become what you hunt.
  •  Mercy for the Innocent. Your transformation is a tool for protection, not domination. Never forget who you serve.

Level 3: Oath of the Bloodhunt 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 Bloodhunt Spells table, you thereafter always have the listed spells prepared.

Oath of the Bloodhunt Spells
Paladin Level Spells
3 Inflict Wounds, Hunter’s Mark
5 Darkness, Misty Step
9 Fear, Vampiric Touch
13 Blight, Dimension Door
17 Dominate Person, Contagion

Level 3: Sanguine Mark

When you take the Attack action, you can expend one use of your Channel Divinity to mark a creature you can see within 30 feet of yourself with your blood curse. For 1 minute or until you use this feature again, whenever you hit the marked creature with a weapon attack, you regain hit points equal to your Charisma modifier (minimum of 1).

If the marked creature drops to 0 hit points before the effect ends, you can transfer the mark to a different creature within 30 feet of yourself (no action required).

Level 7: Bloodied Pursuit

Your hunger drives you forward. When you hit a creature with an Opportunity Attack, you can move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

Additionally, whenever you reduce a hostile creature to 0 hit points, you regain hit points equal to your Charisma modifier + your proficiency bonus (minimum of 1).

Level 15: Predator's Wrath

The beast within you hungers for blood, and those who stand against you feel its fury.

Blood Frenzy. When you hit a creature that is below half its hit point maximum with a weapon attack, you deal an extra 1d8 necrotic damage. If this damage reduces the creature to 0 hit points, you regain hit points equal to twice your Charisma modifier.

Dreadful Retaliation. When a creature within 10 feet of you hits you or an ally with an attack, you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the end of your next turn and takes psychic damage equal to your Charisma modifier.

Level 20: Ascendant Predator

As a Bonus Action, you embrace the full power of your blood curse and transform into an apex predator for 10 minutes or until you end the transformation (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

While transformed, you gain the following benefits:

Supernatural Speed. You gain a Fly Speed of 60 feet and can hover. Shadows seem to cling to you as you move, and your form becomes partially insubstantial.

Aura of Terror. Whenever an enemy starts its turn within 30 feet of you, that creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Bloodthirst. Whenever you hit a creature with a weapon attack, you regain hit points equal to half the damage dealt (rounded down). Additionally, your weapon attacks deal an extra 2d8 necrotic damage.

Activate Ascendant Predator

You gain the following benefits for 10 minutes.

Supernatural Speed. You gain a Fly Speed of 60 feet and can hover. Shadows seem to cling to you as you move, and your form becomes partially insubstantial.

Aura of Terror. Whenever an enemy starts its turn within 30 feet of you, that creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Bloodthirst. Whenever you hit a creature with a weapon attack, you regain hit points equal to half the damage dealt (rounded down). Additionally, your weapon attacks deal an extra 2d8 necrotic damage.

 

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