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  Paladin 
  New Paladin Oath: 
  Oath of Blood 
  You are a monster, fated and infected by a vile 
  curse that transformed you into a creature of 
  nightmare. By some means—whether by the life-
  draining attack of an elder vampire, an ancient 
  doom laid upon your family, the foul magic of a 
  hateful enemy, or even by seeking immortal power 
  yourself through ancient rites and alchemical 
  formulas—the curse of vampirism fell upon you. 
  Rather than falling to it completely, however, you 
  called upon the oaths of a paladin's fealty, and 
  swore to use your dark nature in the service of a 
  cause. The divine nature of your oath holds your 
  curse at bay, but you are still infused with the 
  power of darkness. Having already experienced 
  death, you are a lethal creature of the night. 
  Normal emotions have become alien to you. Only 
  cold, gnawing hunger remains. As your power 
  increases, your supernatural nature comes to the 
  fore—but will your humanity pay the price?  
  Tenets of the Loyal Retainer 
  Restraint. You struggle unrelentingly to control 
  the monstrous urges of your vampiric nature. 
  Moderation. If you deny your monstrous 
  bloodthirst entirely, it will eventually erupt and 
  consume you. You seek the wisdom to indulge 
  that hunger occasionally, in small ways, but only 
  enough to keep it from overwhelming your reason. 
  Zealotry. The only thing that allows you to 
  master the hunger of a vampire is your devotion 
  to your cause, and so you put that cause first, 
  above all things, including your own survival. 
  Forbearance. The urge to consume mortal 
  lifeblood is strong, but perhaps never so strong as 
  when inflamed by passion—you shun all personal 
  intimacy and romantic passion, knowing the 
  danger you pose to anyone you let yourself 
  become close to. 
  Loyalty. Those who accept you for what you are 
  take a grave chance, and transcend their natural 
  instincts of fear and revulsion to maintain your 
  company. They are a treasure greater than gold, 
  and must be protected accordingly. or worse. 
  Oath Spells 
  You gain oath spells at the paladin level listed.  
   
  Oath of Blood Spells 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options: 
  Protean Form. As a bonus action, you use your 
  Channel Divinity to transform yourself into a bat, 
  rat, raven, or wolf. You can stay in this beast 
  shape for a number of hours equal to half your 
  paladin level (rounded down). You then revert to 
  your normal form. You can revert to your normal 
  form earlier by using a bonus action on your turn. 
  You automatically revert if you fall unconscious, 
  drop to 0 hit points, or die. While you are 
  transformed, all the rules that apply to a druid 
  transformed by their wild shape feature apply to 
  you. You gain more options with this use of 
  channel divinity as you gain paladin levels. At 4th 
  level, you can become a giant bat, giant rat, 
  swarm of bats, swarm of rats, or swarm of ravens. 
  At 5th level, you can become a dire wolf. At 6th 
  level, your attacks in beast form count as magical 
  for the purpose of overcoming resistance and 
  immunity to non-magical attacks and damage. 
  When you reach 9th level, you can use this effect 
  to cast gaseous form, without using a spell slot or 
  components, instead of turning into a beast. 
  Draining Bite. When you make an unarmed 
  strike against a willing creature, a creature that is  
  incapacitated or restrained, or a creature that is 
  grappled by you, you can use your Channel 
  Divinity to make a special Draining Bite attack. 
  You make this choice after you see the roll, but 
  before the DM says whether the attack hits or 
  misses. If the attack hits, you inflict 1d4 piercing 
  damage but also inflict extra necrotic damage 
  equal to half your paladin level (rounded up). The 
  target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and 
  you regain hit points equal to that amount. You 
  also regain 1 Hit Die. Constructs and undead who 
  are not vampires are immune to this attack.  
  When you inflict damage on a creature with this 
  use of Channel Divinity, your inhuman nature 
  manifests itself. For 1 minute, you are undead, 
  you gain resistance to necrotic damage, and you 
  are affected normally by effects that target undead 
  Paladin 
  Level 
   
  Spells 
  3rd 
  charm person, false life 
  5th 
  detect thoughts, enhance ability 
  9th 
  conjure animals, hold person 
  13th 
  dominate beast, locate creature 
  17th 
  dominate person, scyring 
  
   
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  (such as Turn Undead), but are not affected by 
  effects that target humanoids (such as hold 
  person). If you are 15th level or higher, a 
  humanoid slain with this ability and then buried 
  in the ground rises the following night as a 
  vampire spawn, and its attitude towards you is 
  immediately hostile. 
  Vampiric Nature 
  Beginning at 3rd level when you take this oath, 
  you gain the following benefits: 
  • 
  You gain darkvision at a range of 120 feet 
  • 
  You gain resistance to nonmagical 
  bludgeoning, piercing, and slashing damage 
  unless it is inflicted by silver.  
  • 
  Any creature charmed by you is a willing 
  target for your Draining Bite Channel Divinity 
  ability. For purposes of spells and other 
  charming effects, your Draining Bite does not 
  count as harming it. 
  • 
  You can take the Dash action as a bonus 
  action on your turn. When you do, 
  opportunity attacks against you are made at 
  disadvantage until the end of your turn. 
  • 
  You double your proficiency bonus when 
  adding it to grapple checks. 
  However, you also gain the following weaknesses: 
  • 
  You have vulnerability to radiant damage 
  • 
  You take psychic damage equal to twice your 
  paladin level if you enter a residence without 
  an invitation from one of the occupants, end 
  your turn in running water, or begin your turn 
  in direct sunlight. This damage cannot be 
  reduced or redirected by any means. 
  • 
  You have disadvantage on attack rolls and on 
  Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or 
  whatever you are trying to perceive is in direct 
  sunlight. 
  • 
  When you would normally regain all of your 
  Hit Dice, if you have not inflicted damage on a 
  creature with your Draining Bite Channel 
  Divinity ability in the past 24 hours, you 
  immediately expend two Hit Dice without 
  gaining any hit points. 
  Blood Thirst 
  Beginning at 7th level, if a creature within 30 feet 
  of you is reduced to 0 hit points but is not killed, 
  you must roll a Wisdom saving throw if you have 
  not inflicted damage on a creature with your 
  Draining Bite Channel Divinity ability in the past 
  24 hours. The base DC is 15, but it is increased 
  by 1 for every 24 hours that have passed since the 
  last time you inflicted damage on a creature with 
  Draining Bite. If you succeed, you are immune to 
  this effect until the next time you finish a short 
  rest. If you fail, on your next action you must 
  move as fast as you can towards the fallen 
  creature and make an attack action against them, 
  using the most damaging weapon you have in 
  hand. If you have an unexpended use of your 
  Channel Divinity, you make an unarmed strike 
  instead and use your Draining Bite if you hit. 
  Dark Aura 
  At 7th level, you no longer age, and cannot be aged 
  magically. In addition, creatures of your choice 
  within 10 feet of you have resistance to necrotic 
  damage and advantage on saving throws against 
  being charmed or frightened. At 18th level, the 
  range of this effect increases to 30 feet. 
  Undead Regeneration 
  Beginning at 15th level, at the beginning of your 
  turn, if you have all your Hit Dice or you have 
  used your Draining Bite Channel Divinity ability 
  in the past 24 hours, you can choose to heal 
  yourself for 5 hit points without using an action. 
  Any damage healed in this way is subtracted from 
  the pool of daily healing associated with your Lay 
  on Hands feature. 
  Vampiric Form 
  When you reach 20th level, you can temporarily 
  unleash your vampiric side at full force, knowing 
  you can regain your mortal nature after 
  focus your mind with prayer to gain legendary 
  mettle and unmatched martial prowess. Using 
  your action, you gain the following abilities for one 
  minute: 
  • 
  You gain a fly speed of 30 ft. 
  • 
  The first time you are reduced to 0 hit points 
  during the duration, you are instead reduced 
  to 1 hit point, and you teleport 30 feet and 
  immediately cast gaseous form on yourself 
  without using an action. 
  • 
  You become undead, and are no longer 
  affected by effects that target humanoids 
  (though you are affected by effects that target 
  undead).  
  • 
  You are immune to necrotic damage and 
  features that turn undead. 
  • 
  When you use your Draining Bite Channel 
  Divinity ability, it does not expend a use of 
  your Channel Divinity. 
  Once you use this feature, you can't use it again 
  until you finish a long rest. 
  
   
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  This has been a preview of Ravenloft 
  Archetypes: Nightmares of Barovia, 
  available for just  $1.00 at 
  http://www.dmsguild.com/product/
  176799/Ravenloft-Archetypes-
  Nightmares-of-Barovia 
  This supplement presents eight new 
  subclasses as well as new spells, new 
  monsters, new subraces, and more for 
  the Curse of Strahd storyline and 
  other 5th Edition D&D games set in the 
  Domains of Dread and beyond. 
  Portraying heroes with a dark side-- 
  from vampiric paladins to warlocks 
  empowered by the Dark Powers that 
  rule Ravenloft itself-- these character 
  options are written to emphasize 
  themes of fantasy horror, yet be 
  playable in any setting. New class 
  archetypes contain not just rules, but 
  full subclass descriptions and setting 
  material to help you or your players 
  role-play these new archetypes to the 
  hilt. The all-new archetypes include: 
  • 
  The Path of the Sea 
  Reaver: Barbarian raiders who 
  strike from the sea to sow terror 
  and chaos before fading into the 
  night. 
  • 
  The College of Secrets: Bards 
  sworn to secret societies who use 
  fear and psychological insight to 
  defend their secret agendas. 
  • 
  The Slayer: This fighter makes the 
  hunters the hunted, waging war 
  against the monsters who prey 
  upon the innocent. 
  • 
  The Oath of Blood: Paladins 
  infected with vampirism who fight back their curse with divine power and unshakeable devotion to their cause. 
  • 
  The Stalker: Rangers equally at home in the city or the wilderness who use unequalled powers of observation to act 
  as investigators, spies, and vigilantes. 
  • 
  The Antiquarian*: This rogue archaeologist is a raider of the lost tomb and trap-filled ruin who masters scholarly lore 
  and wields a whip or other distinctive weapon to recover historical relics. 
  • 
  The Dark Powers: Warlocks of this patron dare to make pacts with the Dark Powers of the Shadowfell and Ravenloft 
  who gave Strahd Von Zarovich and the other Dark Lords their power... and their torment. 
  • 
  The School of Alienism*: Wizards who learn eldritch secrets that would blast a weaker mind, all to steal even more 
  forbidden knowledge from unknowable entities outside space and time. 
  Far more than just character options, this 37 page PDF also includes: 
  • 
  New Monsters: In addition to creatures from the sinister Barovian Scarecrow to the cunning Vistani Scoundrel, 
  conversions of the classic race-based vampire types from 2nd Edition D&D-- such as the elf vampire, the dwarf 
  vampire, and more-- boast strange new powers and weaknesses adventurers will never see coming. 
  • 
  New Subraces: The variant Vistani human and the battle-scarred, paranoid Crag Dwarves. 
  • 
  New Spells: One or more new spells for every single spellcasting class, including blood curse, dread mercy, punishing 
  strike, and more! 
  A content-packed resource for players and DM's alike, Ravenloft Archetypes: Nightmares of Barovia is a must-have for 
  campaigns set in Barovia or any of the other Dark Domains of Ravenloft, and a sinister treasure trove of darkly unique 
  characters, monsters, and magic for any D&D 5th Edition game. Download it today at: 
  http://www.dmsguild.com/product/176799/Ravenloft-Archetypes-Nightmares-of-Barovia.
  
   
  Ravenloft Archetypes: Nightmares of Barovia v1.1 
   
   
   
   37 
   
   
  Did you enjoy this DM’s Guild product? Even if you didn’t, please share your opinion by leaving a rating and review 
  on its product page. Positive ratings help people find material they might like, while critiques and constructive 
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is 
  used with permission under the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2016 by Jeremy Forbing and published under the 
  Community Content Agreement for Dungeon Masters Guild 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of 
  the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK. 
   
   
   
   
  Also from author Jeremy Forbing: 
  Al-Qadim Archetypes: Scimitars 
  Against the Dark 
  This PDF presents six new Forgotten Realms 
  subclasses as well as new spells, new 
  monsters for a wide range of challenge 
  ratings, a new variant race and more, 
  centered around the southern region of 
  Zakhara, home of the Al-Qadim old-school 
  D&D campaign setting. More than just rules, 
  it includes roleplaying descriptions for each 
  subclass, expanded setting material, and 
  conversion suggestions to use these 
  archetypes in any setting you wish. From 
  fighters raised in a sworn brotherhood of 
  soldiers and rangers born to sail the seven 
  seas, to scholarly rogues who raid forbidden 
  tombs armed with a distinctive weapon and 
  wizards who slowly trade away their sanity for 
  eldritch might, these archetypes are adapted 
  from RPG legend Wolfgang Baur’s classic 
  article “Campaign Journal: Scimitars Against 
  the Dark” and the original Al-Qadim: Arabian 
  Adventures book. this lengthy (~30 pages) 
  document contains everything you need to 
  role-play these new character options to the 
  hilt, and join the fight against the ancient 
  evils that threaten the Land of Fate! 
  Price: $1.40 Length: 32 pages + cover 
  Download from the DM’s Guild website at: 
  dmsguild.com/product/172575/AlQadim-
  Archetypes-Scimitars-Against-the-Dark 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Oath of Blood - A Ravenloft Archetype for Vampiric Paladins.pdf