Castlevania Part 2 Vampire hunter, Oath of damnation, and Speaker Mage.

Vampire Hunter (Fighter Subclass) A shadowed figure attacks from the ally, aiming to rip the throat out of the lone warrior walking it. Dashing to the side, the warrior draws a whip from his side and swings it at the figure's throat. In a flash of radiant energy, the figure turns to fire and burns with an ear splitting howl. "Good riddance," the warrior growls out. Stumbling into an inn to celebrate his success. Vampire hunters are those fighters who have specialized in fighting the undead, and othWer creatures of evil energy. Often they have been trained from a young age, or have had horrid experiances with such creatures in the past. There not always being vampires and undead to kill, some vampire hunters work as mercenaries and thugs between jobs, where they are often known as "terrifiers" on the battlefield. This title is because of the brutal and unpredictable combat that many vampire hunters use even against humans. Light to the Darkness Starting at 3rd level, when ever you hit a creature with an attack you are proficient in, you deal an extra amount of Radiant damage based on your level, as shown on the table below. Level Damage die 3rd 1D4 12th 1D6 18th 1D8 Know your enemy At 3rd level, as an action, you can observe a creature and produce the effect of Detect Good and Evil, as if it were cast, though this ability is not magical. Fearless Starting at 7th level you become immune to being frightened. Back off At 10th level you've learned to avoid sudden attacks. When a creature comes within 5 feet of you, you may use your reaction to move up to 10 feet in a direction of your choice. You do not trigger attacks of opportunity from the creature you are moving away from. Brutal finish Starting at 15th level, when you kill a creature, you may use your bonus action in order to make an example of it. Upon doing so all creatures in a 30 foot radius who can see you, must make a DC 10+ your strength or dexterity modifier+your proficientcy bonus, or else become frightened of you. I Kill Monsters! When you reach 18th level you have fought enough undead for it to have changed you physically. The constant bloodshed of undead creatures around you has made you immune to necrotic damage. Additionally, when using Know Your Enemy you can tell the type of creature the creature you're observing is one round faster. Credit: Castlevania 2017-2018 Oath of Damnation (Paladin Subclass) The paladin stood in the castle entrance hall, staring down the lich in front of him as he drew his sword. "It's over, brother," he finally said, "The people who killed our mother were your first victims. The others did nothing against you." "It'll never be over," the lich croaked out, preparing the fire ball in his hands, "why should I let this kingdom live, when it let thugs like those live!" For a moment the paladin didn't answer, tears staining his cheeks as he rose the sword in front of him, "for mother." Paladins of Redemption and paladins of damnation both start from the same place most times, but the difference is in the target of their emotions. Paladins of redemption believe that evil creatures can be redeemed to good, and be brought up from evil. Paladins of damnation show up when there is something they wish they could redeme, but know will never accept it. A brother who turned to a lich, a lover who was turned into a vampire, a father who was possessed by a demon. What ever it was, the paladin feels there is no way to ever bring it back to the side of good, and that the kindest thing would be to kill it before its evil can spread. Tenants of Damnation as a Paladin of Damnation you have the following tenants. Quench the source Your ultimate goal is to destroy the thing that inspired you to follow this path. You must never let the creature life if you have the option to kill it, unless it has somehow come to the side of good. Intelligence Do not blindly attack the evil. This will only lead to them letting more people become hurt. Always make sure you have some plan and are properly prepared for attacking an evil, unless not attacking now would cause catastrophic damage.

Protection When coming across evils caused by the thing that lead you down this path, or some other evil you could have stopped earlier, you must stay and help clean up the immediate mess caused by it, unless doing so would be a greater evil. Mourn the Dead even the evil should be mourned for the horrors they must have seen to become what they did. So long as there is one redeeming factor in those you kill, no matter how small a humanising feature, you must include their passage to a better place within your nightly prayers, or in cases of not following a God, within a hearty cheer at an inn, or war cry against some greater evil. Oath spells Paladin Level Spells 3rd Bane, Cause Fear 5th Misty step, flame blade 9th Aura of Vitality, Blink 13th death ward, locate creature 17th Dawn, scrying This oath and NPCS This oath brings a semi powerful NPC into your game, which might erk some DMs. Thus when making a character based around this oath, one has a few options with how to handle this NPC. Have the foe your oath is based around be the BBEG of the campaign you are in. working with the DM to write the villain into your past. Have your character be trying to build up power and resources until they are powerful enough to go after their true enemy. With the foe being in some distant land, or place where they pose no immediate threat. Have you have already killed your foe, but still be living with the grief of your actions and hope to be able to stop others from going down the same path. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. I Will Not Die When brought down to 0 hit points, but not killed outright, you may use your reaction to gain a number of temporary hit points equal to your level X 2. No Further As an action, each creature of your choice in a 30 foot radius must make a Wisdom saving throw, or else become frightened of you. Aura of Determination at 7th level you become determined to end each fight as fast as possible. You, and all friendly creatures within 10 feet of you, gain advantage on all initiative rolls. At 18th level the range of this aura increases to 30 feet. Sense the Fallen at 15th level you are constantly channeling magical energies into you. You act as though you are constantly under the effects of Detect Good and Evil Form of Damnation At 20th level you can use your action to channel the will to bring justice into the world into your pysical body, and gain the following benefits for 1 hour. You gain a fly (hover) speed of 50 feet.

you become resistant to non magical piercing, slashing, and bludgeoning damage from non magical sources.

When you hit a creature with an attack, you deal an extra 10 radiant damage. Credit: Castlevania (2017-2018) Speaker Mage (Wizard subclass) The mob was charging with pitchforks and scythes, screaming for blood against the priest in the midsts. Running for his life, he trips on the loose bricks of the streets and hits the ground. Blood hazing his vision as he watches his approaching death. Then the Old man appeared. Throwing back his blue hood, he held up his hands and screamed out a challenge in some language the priest had never heard, and with a chilling breeze a wall of ice appeared between the mob and their target. He was saved. The Speakers are an order of scholars, known for the collection of knowledge and legends through oral tradition. Those wizards that do appear in their rank often learn to gain magic through complex manipulation of the magical energies of the world. Scholarly habits At 2nd level you choose a school of magic. When adding your two free spells to your spellbook this level, add an additional spell of that school to your spellbook. On even numbered levels you gain another free spell of that spell school.