Paladin
Base Class: Paladin

Harness the Curse of Vampirism - Designed by GamingBrew

Paladins sworn to the Oath of the Tempered Fang carry within them the taint of vampirism. By some means during the Paladin's life a fateful bite, dark ritual, or inherited curse marks them with hunger for blood. Rather than succumb to these dark temptations these Paladins bind the curse with sacred vows, forcing it into the service of a higher cause.

Through this oath, a Paladin learns to channel vampiric power without surrendering to undeath. The thirst remains, but it is governed by discipline and divine will. The curse sharpens their senses, fortifies their resolve, and grants them strength drawn from life itself even as it tests their control. In lands plagued by undead, these Paladins are often misunderstood. Some are feared as monsters barely restrained; others are seen as living proof that corruption can be mastered. Whatever the world believes, an Oath of the Tempered Fang Paladin stands as a contradiction.

Those who take this oath tread a narrow edge between salvation and damnation, proving that even corruption can be bent toward righteousness.

These Paladins share the following tenets:

  • You acknowledge the curse within you. You are not a creature of the night, but one who endures its shadow.
  • Hunger denied without control becomes ruin. You temper your thirst with ritual and restraint, indulging only as necessary to maintain mastery over the vampiric curse.
  • Those who stand beside you do so by choice. You guard their lives fiercely, knowing the danger your nature brings. Their trust is a gift you must never betray.

Level 3: Tempered Fang 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 Tempered Fang Spells table, you thereafter always have the listed spells prepared.

Oath of the Tempered Fang Spells
Paladin Level Spells
3 Charm Person, False Life
5 Misty Step, Spider Climb
9 Gaseous Form, Vampiric Touch
13 Charm Monster, Death Ward
17 Dominate Person, Hold Monster

Level 3: Unhallowed Grace

As a Bonus Action, you can expend one use of Channel Divinity to move as a creature of the night. You gain the following changes for 1 hour,

  • Your Movement Speed increases by 10 feet.
  • You gain a Climb Speed equal to your Movement Speed
  • If you climb while Unhallowed Grace is active, you can move across vertical and horizontal surfaces without the use of your hands.

Level 3: Eyes of the Night

The curse within you sharpens your senses in darkness. You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

Level 3: Crimson Communion

When you cast Divine Smite, you can choose for the damage to be Necrotic instead of Radiant.

In addition, immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to feed on the creature's life essence. The target of your Divine Smite rolls a number of its Hit Dice equal to 1 plus the level of the Divine Smite cast. You regain a number of Hit Points equal to the number rolled and those Hit Point Dice are expended for the creature. If this healing restores you above your Hit Point Maximum, the excess instead restores Hit Points to your Lay on Hands pool.

Level 7: Aura of Disciplined Hunger

You and your allies have Resistance to Necrotic damage while in your Aura of Protection.

In addition, when you use your Crimson Communion feature to regain Hit Points, allies of your choice in your Aura of Protection also regain Hit Points equal to your Charisma modifier.

Level 15: Vampiric Escape

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead and you dissolve into crimson mist, teleporting to an unoccupied space you can see within 60 feet of you. Immediately after teleporting, you can spend any number of available Hit Dice. Roll those dice and regain Hit Points equal to the total rolled plus your Constitution modifier. Once you use this feature, you cannot do so again until you finish a Long Rest.

In addition, you can't be aged magically, and you cease visibly aging.

Level 20: Form of the Crimson Oath

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (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).

  • Vampiric Resistance. You have resistance to Bludgeoning, Piercing, and Slashing damage.
  • Flight. You sprout bat wings on your back, have a Fly Speed of 60 feet, and can hover.
  • Devouring Aura. Whenever an enemy starts its turn in your Aura of Protection, you can choose to feed on its life essence if you are not in direct sunlight or running water. The creature takes Necrotic damage equal to your Charisma modifier and you regain Hit Points equal to the Necrotic damage dealt.
  • Unyielding Drain. When you use your Crimson Communion Feature, the target of your Divine Smite must expend an additional Hit Dice.

Previous Versions

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