deservesadaisy: (a coral reef of bones)
Ivan ([personal profile] deservesadaisy) wrote2026-02-26 05:36 pm

AU: What if DnD?

Ivan
Paladin, 7
Vampire
Lawful Evil
CLASS AND LEVEL
RACE
ALIGNMENT
Oathbreaker
Oath of the Crown
80s
SUBCLASS
FORMER SUBCLASS
AGE
STATS
STRENGTH
18 (+4)
DEXTERITY
18 (+4)
CONSTITUTION
18 (+4)
INTELLIGENCE
16 (+3)
WISDOM
15 (+2)
CHARISMA
16 (+3)
bonuses/saving throws
PROFICIENCY
3
STRENGTH
4 ☐
DEXTERITY
4 ☐
CONSTITUTION
4 ☐
INTELLIGENCE
3 ☐
WISDOM
5 ☑
CHARISMA
6 ☑
19
4
ARMOR CLASS
INITIATIVE
73
7d10
MAX HIT POINTS
HIT DICE
skills
acrobatics
4 ☐
animal handling
2 ☐
arcana
3 ☐
athletics
4 ☐
deception
3 ☐
history
3 ☐
insight
5 ☑
intimidation
6 ☑
investigation
3 ☐
medicine
2 ☐
nature
3 ☐
perception
5 ☐
performance
3 ☐
persuasion
3 ☐
religion
3 ☐
sleight of hand
4 ☐
stealth
10 ☐
survival
2 ☐
passive perception
15
other proficiencies & languages
Languages: Common, Dwarvish
Armor: All, shields
Weapons: Simple, martial
weapon
atk bonus
damage/type
Longsword
+4
1d8+7 slashing
weapon
atk bonus
damage/type
Bite
+4
1d6+10 piercing, 2d6 necrotic
weapon
atk bonus
damage/type
Claws
+4
2d4+10 slashing
features & traits

RESISTANCESNecrotic; bludgeoning, piercing and slashing from nonmagical attacks

DARKVISIONYou can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. Range of 60 feet.

REGENERATIONRegains 10 hit points at the start of a turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function for the next turn.

SPIDER CLIMBClimb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

UNDEAD NATUREYou don't require breathable air. You are immune to disease.

VAMPIRE WEAKNESSES
  • Forbiddance. Can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. Take 20 acid damage when ending a turn in running water.
  • Stake to the Heart. You are fully destroyed if a piercing weapon made of wood is driven into your heart while you're incapacitated.
  • Sunlight Hypersensitivity. Take 20 radiant damage when starting a turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

DIVINE SENSEFour times per long rest, as an action you can know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. The effect lasts until the end of your next turn.

LAY ON HANDSOnce per long rest, heal up to 37 HP. You can also spend 5 HP to neutralize poison. As an Oathbreaker, you can only use these abilities on yourself.

FIGHTING STYLE: PROTECTIONWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

SMITEWhen you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st (to a maximum of 5d8). The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.

CHANNEL DIVINITY
  • Control Undead. As an action, you target one non-vampire undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
  • Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

EXTRA ATTACKThe attack action includes two attacks, rather than one. (Only one can be a bite attack.)

AURA OF HATEYou, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

SpellS
CHA
14
6
spell casting ability
spell save dc
spell attack bonus
level two
code