Oath of the Crimson Lord
Paladin Class: Sacred Oath
Tenets of the Crimson Lord
Paladins who swear the Oath of the Crimson Lord devote themselves to the following tenets.
A Burden Realized
By continuing with this burden, you vow to never willingly give in to your vampiric curse. You are not a vampire but someone who can withstand the affliction for a greater purpose.
Blood Discipline
If you deny the never-ending thirst, it will eventually erupt and become uncontrollable. You seek to occasionally indulge your hunger as a means to survive, but only in minor ways. Unrelenting discipline allows you to maintain control.
A Life Worth Living
Companions who accept your curse and choose to aid in your cause willingly risk their lives. You understand the danger of being your ally and will never take their friendship for granted.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level |
Spells |
3rd |
charm person, false life |
5th |
detect thoughts, invisibility |
9th |
bestow curse, vampiric touch |
13th |
dominate beast, shadow moil |
17th |
danse macabre, dominate person |
Umbral Sight
When you take this oath at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Channel Divinity
When you swear this oath at 3rd level, you gain the following two Channel Divinity options.
Drain Life
When you make an unarmed strike, you can use your Channel Divinity to perform a Drain Life attack. If the attack hits, you inflict 1d4 piercing damage + your Paladin level to the target. The target’s hit point maximum is reduced by the damage taken, and you regain hit points equal to that amount. You also regain 1 Hit Die.
Contructs, undead, and other creatures that do not have blood are immune to this attack.
Embrace the Darkness
As an action, you can use your Channel Divinity to force the shadows to hide your presence. For 1-hour, you cannot suffer disadvantage on your Dexterity (Stealth) checks, and you may add your Charisma modifier to your Stealth check.
Aura of the Nightwalker
Beginning at 7th level, you and friendly creatures of your choice within 10-feet gain resistance to necrotic damage and advantage on saving throws against being charmed or frightened. At 18th level, the range of this aura increases to 30-feet
Consumed By Hunger
Beginning at 7th level, your thirst becomes harder to control as the curse grows more potent. If a creature within 60-feet of you is reduced to 0 hit points, you must roll a Wisdom saving throw if you have not fed with your Channel Divinity: Drain Life feature in the past 72 hours.
The base DC begins at 12 and increases by 1 for every 24 hours that pass since your last Drain Life. On a Wisdom save success, you are immune to Consumed By Hunger until you finish a short or long rest. If you fail, on your next turn, you must immediately move as fast as possible and use your action to feed without gaining the benefits of Drain Life.
Misty Escape
Starting at 15th level, when you are hit by an attack, you can use your reaction to transform into a cloud of mist, as per the spell misty step. You gain resistance to all damage from the triggering attack, and can move up to 30-feet without provoking an opportunity attack to an unoccupied space that you can see.
You may use Misty Escape a number of times per day equal to your Charisma modifier, regaining all uses after a long rest.
Crimson Lord
At 20th level, you can temporarily unleash the full fury of your vampiric curse. As an action, for 1-minute, you transform into a hideous vampire lord, sprouting leathery bat-like wings, extended canine fangs, and gaining the following benefits.
You are considered Undead instead of Humanoid.
Your bat-like wings grant you a flying speed of 30-feet.
You may use your Drain Life ability as a bonus action. It does not expend a use of your Channel Divinity will Crimson Lord is active.
You are immune to necrotic damage.
Once you use this feature, you cannot use it again until you finish a long rest.
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