Paladin
Base Class: Paladin

The Oath of Night is practiced solely by those who suffer from vampirism. Those who take up the Oath of Night seek to control their bestial nature and exert control over others. They can be vicious combatants or silver-tongued deceivers. It is not uncommon for these paladins to try to subjugate people into submission or manipulate leaders from the background. Oath of Night paladins like to adorn their armor with engravings that depict their past victories.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dominate Prey. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throwunless it is immune to being frightened.

On a failed save, the creature is frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Lust. As a bonus action, you can release the beast within against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

bane, hunter’s mark

5th

hold person, misty step

9th

haste, fear

13th

banishment, confusion

17th

dominate person, scrying

Aura of Darkness

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

Night's Caress

Starting at 15th level, a dark presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining, and you aren’t incapacitated.

Avatar of Darkness

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 10 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. You have resistance to all damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee 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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