Dawnguards are 5th level spellcasters. Their spell casting ability is CHA (spell save DC 13, +5 to hit with spell attacks 1d20+5 ). They have the following spells prepared. 1st level (4 slots): Bless, Cure Wounds, Detect Good and Evil, Protection from Good and Evil, Thunderous Smite 2nd level (2 slots): Aid, Lesser restoration, Magic Weapon, Zone of Truth
Turn Unholy. Any fiend or undead that can see or hear Dawnguard within 30ft of them must make a DC 13 Wisdom Save or be frightened for 1 minute. Creatures can repeat saving throws at the end of each of their turns. On a success, the effect ends and creatures are immune for 24 hours
.Divine Smite. As a bonus action, Dawnguard can expend a spell slot to cause their melee weapons t deal an extra 9 (2d8) 2d8 radiant damage to a targeon a hit on a hit. This benefit lasts until the end of the turn. Expending a spell slot of 2nd level or higher increased the damage by 1d8 for each level beyond first. The damage increases by 1d8 if the target is an undead or fiend. 1d8
Multiattack. Dawnguard use their Turn Unholy, then make two melee attacks with either a Longsword or Warhammer Longsword. Melee Weapon Attack. +5 to hit 1d20+5 , reach 5ft. Versatile (1d10) 1d10+3 Hit: 10 (1d8+3) Slashing Damage 1d8+3 Warhammer. Melee Weapon Attack. +5 to Hit 1d20+5 , reach 5ft. Versatile (1d10) 1d10+3 . Hit: 7 (1d8+3) Bludgeoning Damage 1d8+3 .
Parry. As a reaction Dawnguard add 2 to their AC against one melee attack that would hit. To do so, Dawnguard must see the attacker and be wielding a melee weapon.
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