Spells:
Cantrip: Mage Hand
1st: Disguise Self / Charm Person / Sleep
2nd: Invisibility / Hold Person / Suggestion
3rd: Hypnotic Pattern / Major image
Items: Boots of elvenkind / cloak of elvenkind / hat of disguise
Background: Erin lives in the city and is a competent rogue who is great in stealth mission and have always been successful. Erin was part of a mission to uncover the lords of the town which has very low crime, and found that the prisoners were executed and the lords running the town were vampires. With her ex-adventuring party, they went on to clear the town of the undead and found themselves combating a powerful vampire lord, and during combat, the vampire lord was surrounded and he opened a portal and transported everyone into another world (modern world) where he escaped.
Appearance: Erin is a petite elf who is very agile. She has short brown hair, but long enough to hide her ears in her hair to pass herself off as human. She likes to change her appearance to mimic others she see to blend in.
Dual Wielder You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally b e able to draw or stow only one.
Abilities:
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you 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 (the vampire Count Strahd von Zarovich, for instance). 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.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
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.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant 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 an undead or a fiend, to a maximum of 6d8.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Items:
Cloak of Displacement
Belt of Hill Giant Strength
Cloak of Protection
Background: Hailing from the Fae Wilds, Melethron had been the ancient king of a small prosperous kingdom in ancient times, increasing the population of his kind, before ascending to the Fae Wilds. He was sent back by his Fey masters to the mortal realm to assist in the hunt for the vampire lord. After catching the vampire with the others, Melethron was sent through into Earth, where his ancient instincts reassert themselves.
Appearance: A Fae Elf with long golden hair and skin fair as sunlight. He is a tall figure, with a muscular tone, and an entrancing face. He makes little effort to blend in with humanity, only enough to avoid notice...and to attract a beautiful woman or man into his bed, or more.
Items: Boots of Elvenkind, Gloves of Missile snaring, Cloak of displacement
Background: Ralfy is a competent assassin with Sorcerer ability to blend in and kill with stealth. Able to stay unnoticed and strike quickly for the kill, Ralfy is hired for many missions, but he got suspicious as he was hired by the lords of town to take out priests and other notable adventurers, and he later found that they were all vampires, and he was mainly used to carry out their biddings. When he found his family murdered and drained by vampire spawns, he swore to help the others to go against the city and confronted the vampires with them. With his stealth and expertise, they managed to take out the vampires, but even with his great speed, he was unable to kill the vampire lord with his first attack (assassinate, Quicken Scorching Ray (level 5) + Scorching Ray (Level 5)) And the vampire lord was badly wounded and managed to escape.
Appearance: Ralfy looks like a very short and small middle aged man with grey hair and well kept beard, sort of a cool "uncle" look.