Paladin
Base Class: Paladin

Tenets

Blood for Blood: Those who feast on the blood of the weak, shall be feasted upon as for they are weak.

The Purifier: Destroy those who are by nature undead, aberration, or evil without prejudice.

The Sin Eater: We shall take the form of sin there for to destroy sin

 

Oath of the Krsnik Spells

  • 3rd Level - False Life & Sanctuary
  • 5th Level - Misty Step & Enthrall
  • 9th Level - Daylight & Vampiric Touch
  • 13th Level -  Death Ward & Greater Invisibility
  • 17th Level - Dominate Person & Seeming

 

 

Channel Divinity

Blood Armory: After dealing or suffering damage you can use your action to summon or coat one weapon with blood.

  • Summon one weapon of your choosing. The summoned weapon acts as a magical weapon with the standard damage die plus your Charisma Modifier in necrotic damage. Summoned weapons have the finesse property.
  • Coated Weapons act as normal but gain your Charisma Modifier in necrotic damage. Coated weapons gain the finesse property if it doesn’t already have it.

 

Vampiric Sense: Spending your bonus action, you gain the senses of a vampire. For the next hour you gain the following benefits:

  • Darkvision 120ft
  • Advantage on Perception checks that deal with smell or sound.
  • Passive Perception is +5 for the duration

Your appearance is also altered for the duration. Your pupils turn red, ears become pointed, and your hair turns white.

Aura of Lightning

Starting at 7th level, your body becomes electrically charges and effects an area of 10ft. As a bonus action, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

At 18th level, the range of this aura increases to 30 feet and does 4d6 lightning.

Vampiric Essence

Starting at 15th Level, You gain a Shapechanger ability and a Regeneration factor.

  • Shapechanger - You can use your action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your Statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You reverts to your true form if you die. While in mist form, you can't take any Actions, speak, or manipulate Objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution Saving Throws, and you are immune to all nonmagical damage

You have uses of this ability equal to your CHA modifier.

  • Regeneration - If you start your turn with less then half your hit point maximum and have at least 1 hit point, you regain 5+CON modifier of hit points. 

Aura of the Krsnik

At 20th Level, Active this aura for a 1 minute duration. You spout necrotic wings, your skin goes pale, and all of the other effects from your Vampiric Sense. During the duration you gain the following benefits:

  • You give off a Freighting Presence, any enemy within you aura of lightning must make a WIS saving throw of a DC 15 or be freighted of you for 1 min. Each creature can repeat this save at the end of their turn.
  • You gain a flying speed of 40ft
  • Damage done to the undead, aberration, or evil ignore resistance and immunity.
  •  Healing factor is doubled
  • The Aura of Lightning ability can now have 2 separate targets.

You gain use of this ability again after a long rest.

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