User talk:2605:A601:3092:AD00:9C5A:190:E738:A78D

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Gave a lot of love to this page balancing wise. Made all over powered stuff feats. Minor changes to several abilities to balance.

Full Description: I added vulnerability to fire damage to balance the resistant to piercing, slashing, and bludgeoning damage. I removed the ability to heal from health potions and healing spells, instead dealing poison damage. I made the bite attack to be similar to cantrips. I was more descriptive in which targets you can drink blood from, and only have a healing effect if the target is humanoid. I removed the blood manipulation trait (I hate things that make the DM decide how it works). I forced the class to drink blood or suffer exhaustion. I added the clarification on being defeated if dying in sunlight or running water like actual vampires in the manual. I added more weaknesses, and made them harsher trying to parallel the 20 damage taken from running water and sunlight a normal vampire has. The most important change was removing all the stuff that was clearly overpowered and grouped them into feats that players have access to under this race. They are very powerful feats, but players are forced to unlock them over time by leveling, and are forced to give up ability score improvements and other feats in order to unlock vampire feats. I also added some item choices that a player might want in the game that DMs should consider adding if they have a player using the vampire class. I feel like starting with 1 vampire feat, since the human class can start with a feat. I only think that the +2 to Dex and Charisma may be a little too much, but then again players don't have the ability to choose which abilities get the addition, so that in of itself may be okay.


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