AU: What if DnD?
STATS
— Armor: All, shields
— Weapons: Simple, martial
RESISTANCES
Necrotic; bludgeoning, piercing and slashing from nonmagical attacks
DARKVISION
You 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.
REGENERATION
Regains 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 CLIMB
Climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
UNDEAD NATURE
You don't require breathable air. You are immune to disease.
VAMPIRE WEAKNESSES
DIVINE SENSE
Four 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 HANDS
Once 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: PROTECTION
When 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.
SMITE
When 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
EXTRA ATTACK
The attack action includes two attacks, rather than one. (Only one can be a bite attack.)
AURA OF HATE
You, 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.
