Is this Hemokatín (Vampire) race (Including all 6 Subraces) balanced with official races?

I want to see if this race is balanced in comparison to the Dungeons and Dragons Fifth Edition official races.

Hemokatín Racial Traits

Ability Score Increase. Your Charisma increases by 2.

Age. Most Hemokatín mature slightly faster than humans, though Bloodlines are simply seen as early bloomers. They then age much slower than humans, living up to 750 years old.

Alignment. Most Hemokatín born to Hemokatín are good aligned, hating to see others suffer and only drinking blood directly from humanoids when desperate. They also love self-expression, and tend to be chaotic in alignment. Bloodlines are often neutral, reflecting their human sides.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite creatures as an unarmed strike. If you hit an undead or construct, you deal 1 piercing damage, rather than bludgeoning damage. If you grapple any other creature as an action on your turn, you can immediately use this attack as a bonus action. If you hit, you deal 1 piercing damage, plus 1d8 necrotic damage, and you regain hit points equal to the damage dealt. If the humanoid’s hit point total reaches 0, they fall unconscious but are stable for 1d12 days, rising on the night after the last day as a Hemokatín. They gain the Hemokatín racial traits, except for speed and size, and lose any racial traits they had before, and regain all of their hit points.

If you do not use this attack against a living creature as described above for 3 weeks in game-time, you go insane: You gain the poisoned condition, and when you take an action in combat, you must make a DC 20 Constitution saving throw or lose the action (And waste the effect being used) and roll a d4, becoming paralyzed for 2 rounds on an odd roll and becoming stunned for 2 rounds on an even roll. This effect does not extend to your Bite attack or grappling, as long as you use the bonus action allowed after a grapple, and persists until you use the Bite attack three times in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advanced Grappler. Your abilities enable you to grapple much better, to enable you to obtain the blood you need. You are considered proficient in the Athletics skill when you use it to grapple, and can double your proficiency bonus with it when your proficiency applies. You also have advantage when you attempt to grapple a living creature.

Keen Senses. You are proficient with the Perception skill.

Light Sleeper. You do not need as much sleep as other humanoids, due to your near undeath status. Magic and chemicals, including poison, cannot put you to sleep, and you only need to sleep 4 hours to gain the benefits of a long rest. You still need to perform only light activity for the rest of the long rest.

Undead Fortitude. You have resistance to poison damage, and you have advantage on saving throws against poison and magic. You also cannot be infected with disease.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, your target, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a language full of jargon, to be used among Hemokatín as a sort of thieves’ cant.

Subrace. Hemokatín are slightly different from each other, depending on ancestry. Choose one of six ancestries for your character: Pureblood, Elfblood, Bloodline, Orcblood, Fiendblood, and Angelblood.

Subraces:

Pureblood Purebloods are Hemokatín descended from two Hemokatín parents.

Ability Score Increase. Your Charisma score increases by 3, rather than 2.

Musician. You are proficient with one musical instrument of your choice.

Charmer. You gain proficiency in Deception, Persuasion, or Intimidation.

Friends. You know the friends cantrip.

Misty Step. You know the misty step spell and can cast it once using this trait. You regain the ability to do so when you finish a short or long rest.

Language. You can read, speak, and write one additional language from these choices: Celestial, Elvish, Infernal, or Orc. Purebloods try to establish equality in the Hemokatín society, and thus learn new languages based on choice.

Elfblood Descended from a half-elven parent, Elfbloods are more flexible and slim than other Hemokatín.

Ability Score Increase. Your Dexterity increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Stealthy. You are proficient in the Stealth skill.

Thorn Whip. You know the thorn whip cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t age you.

Elvish. You can speak, read, and write Elvish.

Bloodline Bloodlines are Hemokatín with two human parents. These traits also serve as the traits for Halfbloods, Hemokatín who have a human parent and a Hemokatín parent.

Ability Score Increase. Any ability score of your choice, except Charisma, increases by 1.

Tool. You are proficient with any one tool of your choice.

Skill. You are proficient in any two skills of your choice.

Minor Illusion. You know the minor illusion cantrip.

Language. You can speak, read, and write one additional language from one of these choices: Celestial, Elvish, Infernal, or Orc. In addition to having an ear for languages, Bloodlines find they know a language they never learned perfectly. Half human Hemokatín follow their vampire parents and learn languages.

Orcblood Orcbloods have a half-orc as a parent. Orcbloods tend to be stronger, tougher, and larger than other Hemokatín.

Ability Score Increase. Your Strength score increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Menacing. You are proficient in the Intimidation skill.

True Strike. You know the true strike cantrip.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fiendblood Descended from a tiefling parent, Fiendbloods are usually more intelligent than other Hemokatín.

Ability Score Increase. Your Intelligence score increases by 1.

Poisoner. You are proficient in the Poisoner’s Kit.

Deceiver. You are proficient in the Deception skill.

Thaumaturgy. You know the thaumaturgy cantrip.

Hellish Rebuke. You know the hellish rebuke spell and can cast it once as a 2nd-level spell using this trait. You regain the ability to do so when you finish a short or long rest. Infernal. You can speak, read, and write Infernal.

Angelblood One of your parents was an aasimar, which blesses you with natural wisdom and the ability to create magical light.

Ability Score Increase. Your Wisdom increases by 1.

Artisan. You are proficient with one Artisan’s Tools of your choice.

Religious Sage. You are proficient in the Religion skill.

Light. You know the light cantrip.

Radiant Soul. Your aasimar parent grants you resistance to radiant damage. Celestial. You can speak, read, and write Celestial.

Okay, is this race balanced? If it’s not, please tell me what I need to change.

Eldritch Devil Sight and Darkness spell

Situation: Drow Warlock casts darkness. Moves out of the effect area then uses devil sight to see through the darkness to use ranged combat against enemies.

  1. Devil Sight description states "You can see normally in darkness, both magical and nonmagical, to a distance of 120ft."
  2. Key word is ‘in’.
  3. No where does it say into or through.

Q: Can the Drow Warlock see through the magical darkness and engage the enemy with ranged combat?

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httpd.conf is cached and no editing is succesful

I am going to use the WSL system on Windows10 to create a website. The distro is Ubuntu.

I put httpd.conf in /etc/apache2/conf-available

where there are these two lines (line 40):

Define SRVROOT "/etc/apache2"  ServerRoot "$  {SRVROOT}" 

When I try to start Apache it says that an error is found:

ServerRoot must be a valid directory (line 40) 

The fact is that I can edit the file, or even comment those two lines, or remove the httpd.conf file

but the error is issued every time I try to start Apache.

I suspect that files are cached.

How to avoid this kind of caching or solve the issue?

$_SESSION dosent’t work

So when i use variable $ _SESSION['wp_childs'] = $ _POST['childs'] in my plugin, nothing changes in my storage session.

i use session_start(); at the top of that all pages; for use $ _SESSION but i can’t store my new session variable.

So i want juste create a new variable session and use it after.

if you have any ideas for store all my variable without global variable i take it.

Thank you !!!

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How are abilities that modify character wealth supposed to modify character wealth by level?

There are a LOT of abilities that relate to purchase or sale of goods or services in Pathfinder. Generally, these abilities cost character resources: feats, rogue talents, traits, class features, etc.

Pathfinder also has an official WBL chart. While our games typically use that chart only for character creation, it appears (based on content on this site) that other groups generally keep their players at approximately that level of wealth, somehow preventing significant departures from the expected total.

How, in a game that does not allow “wealth pumping”, do abilities that modify character wealth, especially those that modify the minimum sale value of goods, work? Put another way, how do you maintain wealth as a function of character level rather than of time when characters have access to such abilities?


Since I’ve been told to list all things that affect character wealth besides magic item crafting feats, the following may be useful (but really, this isn’t about these examples. This is about the question above. Please address that more than this random list of examples):

  • favored son
  • foreign opportunist
  • Duskwalker Agent
  • Investments
  • Caravans(traders, particularly)
  • Kingdom Building Rules
  • Curse of Keeping
  • Profession Skills
  • Perform Skills
  • Diplomacy checks to Bargain
  • Nonmagical Item Creation Feats, like Dragoncrafting
  • Scrounger
  • Blood Money
  • Lyre of Building
  • The Fabricate spell
  • True Creation
  • The Fence 3pp archetype
  • Black Market Connections
  • a Robe of Useful Items
  • Monument Builder
  • Wretched Curator
  • Eye for Ingredients

I haven’t listed them all yet, please feel free to add more if you want.

Defender Sword: do I use its property before or after the 1st attack?

In dnd 5e, the description for the Defender sword is (emphasis mine):

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

I have 1 question:

  1. The description states that I can transfer a portion of the attack roll modifier to my AC the first time I attack. So if I’m a character that can hit twice in 1 round, does that mean I can choose to transfer a portion of the attack modifier just after my first attack? Or is it just before my first attack? It sounds to me like I get the attack bonus for the first attack of my turn, and then if I want to do the transfer, I can activate it just after that first attack, but the transfer is not allowed any other time.