Paladin
Base Class: Paladin

"It will shall never be in life that we harrowed men shall savour the glory of battle. Yet in the undeath all secrets of men become revealed. Under the banner of our namesake, we stand united by our bloodlust to serve and uphold the highest of orders. It will be the blood of our foes, of which have been slain in war that will sustain our empire. In their vitality, is the essence of our strength, and in our laws we discover our sanity." - Strahd Von Zarovich, Lord of The Blood Dragons and Ruler of Barovia

The Blood Dragons, formally known as the Order of the Blood Dragon and the Ordo Draconis, were a fearsome order of Blood Knight Vampires known for their peerless martial prowess in battle. They were consummate warriors, whose skill at arms was unmatched in the Old World, living only for martial combat and brutal battle. Usually fighting from horseback, the Blood Dragons sometimes fought on foot, and were masters of all forms of combat and all weapons, though they eschewed cowardly ranged weapons and magic in favour of pure physical strength and martial skills, believing only in that which was physical; however, they were not above using magic, and would sometimes use their innate (though poorly developed) abilities in Necromancy to raise undead servants.

Blood Dragon Vampires were one of the most well disguised bloodlines in the Old World for, in the war-torn world, the vampires could easily hide among knightly orders or distant outposts, feeding on those they could to avoid detection while using their disguise and opportunities for battle to test their skills and push themselves, living only for combat, the attainment of honour, and the thrill of battle, a dark parody of the virtue of mortal knights.

Ever seeking to emulate their progenitor, Blood Dragon vampires were as much a scourge upon the world as any other vampire; though they claimed to be honourable and sometimes spared those they fought, they were no friends of humanity in the Old World and would readily kill those they deemed weak or without honour, though each vampire had a different code and some were more merciful than others.

Tenets

Blood for Blood. Cull only life if it be cruel or slain in battle, let its blood be taken so the thirst of another may be sated

Honor in Life. Morality is fixed, wherein shadow it mix, the light of dawn shines bright, no matter the action your heart fly true.

Eternal Hunger. Know that death brings life immortal, a stasis of hunger and need, and the aid comes from that who bleed.

Drakeheart. Boiling of strength within, remember the dragon's wings, fight with might, leap with speed, face your fears, and reap the kings, lords and all.

Blood Dragon Spells

The Blood Dragon paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level Spells
3rd hunter's mark, inflict wounds
5th misty step, darkness
9th vampiric touch, gaseous form
13th arcane eye, phantasmal killer
17th raise dead, dominate person

Channel Divinity

Rend Flesh. As an action, the paladin targets one living creature he or she can see within 30 feet of him or her. The target must make a Constitution saving throw. On a failed save, the target has their very essence drawn from their flesh, whilst in range of your ability their maximum health drops by a number equal to your proficiency bonus + paladin level, this occurs your turn for a number of rounds equal to your paladin level. If the target is killed with this ability, the vampiric aura hungering for more blood seeks another target, reapplying the effect to a target within the abilities range.

Herald of Blood. As an action, the paladin channels the soul of the Blood Dragon, temporarily embodying an aspect of its carnal energy to produce a state of perpetual life. The eyes of the paladin glow a bright red, their skin turning pale, and sharpened teeth and claws begin to emerge. When in this state the paladin when attacked by an attack, causes the attacker to make a Constitution saving throw, on a successful save, the paladin instead halves any damage dealt and regains it as temporary health. If the paladin is 'slain' during the usage of this ability, they will continue to fight on until the ability has ended, afterward if they have not healed for the damage they have taken and sustain a number of hitpoints above 0 they are downed and must make death saving throws.  This effect lasts for 5 minutes and is rolled with advantage on physical attacks, however it is rolled with disadvantage on magical attacks. On a failed save, this ability only halves the damage.

Aura of the Ravenous Rider

War Tactics. Starting at 7th level, the bond made with your 'find steed' mount as matured, when mounted you gain the bonuses of the feat 'mounted combatant' without requiring the spending of a feat point, or cost of an ability improvement score.

Aura of Blood. Additionally, at 7th level, an overwhelming thirst and hunger for blood can be physically felt within 15 feet of the paladin. Any target whether friend or foe that enters within the Aura of Blood has their hit points reduced by a number equal to the paladin's proficiency bonus + Charisma modifier (minimum of +1). This can only occur once per target.

Seamless Unit. At 18th level, your bond with your mount has reached ultimate synergy, you act and move as one being. When mounted you cannot be forcibly removed or knocked from your mount, and your mount gains any class benefit bonuses that you yourself would gain.

Aura of Sanguine. Additionally, at the 18th level, the range of this aura increases to 30 feet and the paladin regains all damage dealt from this effect as health.

Dragon's Essence

At 15th level, the paladin creates a blood pool. This blood pool functions similarly to superiority die with a twist. The paladin may have 4 points in their blood pool, each point comes at the cost of a total number of hit points equal to the paladin's level doubled. These points can be spent in a few ways,

1. Consumed to gain a number of health points equal to the total used to create the point (Out of Combat)

2. Consumed to on the next attack roll with advantage and on a melee attack deal an additional amount of necrotic damage equal to the paladin's Charisma modifier (minimum of +1), the damaged dealt from this attack is gained as health.

3. Consumed to temporarily add bonus AC equal to the paladin's Charisma modifier (minimum of +1)

4. Consumed to turn a failed death saving throw into a success 

Vampire Lord

At 20th level, the paladin can, as an action, surround himself or herself with a vortex of chaotic, swirling blood that lasts for 1 minute. Invoking the very soul and essence of the founding lord of the Blood Dragon Order, the paladin has their very soul, and life spark ripped from their body, transforming into a Vampire Lord. The Channel Divinity option Herald of Blood is invoked without cost during the course of the transformation, now teethed, clawed, winged, pale, and eyes reminiscent of the tides that swirl around them, the paladin gains the following

  • Leathery, dragon-like wings sprout of the back of the Vampire Lord, gaining a flying speed of 30ft and an additional movement speed bonus equal to that of the flying speed.
  • Large, dagger-like fangs emerge from the Vampire Lord's mouth, gaining a bite attack this bite deals 2d8 piercing damage and 1d8 necrotic damage, damaged dealt with this attack is gained as standard hit points
  • The unholy gaze of the Vampire Lord carries a demoralizing draconic might, when staring down a target you may do so as a bonus action to induce one of the tow following effects. The target must make a Wisdom saving throw if this is to fail the target is feared to the point of paralysis, they simply cannot move until you remove your gaze. However, you could have the target make a Charisma saving throw if this to fail the target succumbs to your will, and become charmed for the duration of the spell.
  • The Aura of Sanguine reduces any living things with a CR level of 1 and below in a 15-foot radius around the paladin to instant death. The hit points of any target killed under the effect of this aura are siphoned into the Vampire Lord, gaining the hit points as either temporary or standard hit points. Additionally, the blood of the victims increases the length of the transformation for a number of seconds equal to the CR level of the slaughtered targets.
    • The Aura extends beyond the inner 15-foot radius for an additional 15ft. Targets caught within the 30ft. radius suffers the following, 
      • The tides of blood swirl violently around the target vision, due to this any creatures caught in the storm roll attacks with disadvantage
      • Any immunities to necrotic damage are ignored 
      • While the aura lasts, the paladin can use a bonus action on his or her turn to cause the swirling blood in the aura to harden forming solidified spears to attack one creature. The paladin makes a melee or ranged spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

 

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