Homebrew Dead Walker Species Details
Some say that Dead men tell no tales. But those who do have never met a Dead Walker matey.
Dead Walkers, also known as Damned, were once seafaring humans. These poor souls are cursed to a life of undead while retaining their mind. Led by their self proclaimed Arch-Grand Comodore Luthor Grant, the mad Vampire Pirate and lord of the Vampire Coast, they try to make due with their curse while actively seeking a cure. Unlike normal undead, Dead Walkers appear human most of the time, until they are touched by the moonlight and their true form is reveiled. A horendous undead form, of bones and rotting flesh. Only a few times per month are they allowed the pleasures of the flesh again, each time lasting around 2 days. The days are inconsistent, but they are tied to the tides and as such the moon cycles. However, they have found purpose in their life as both pirates as well as guardians. The Vampire Coast is a key position along several trade routs, and many ships are willing to pay for protection. As such the ports are filled with life, both human and more exotic as well. One of such exotic races is the Coastal Kitsune: a varient of Kitsune who do not possess the originals shapeshifting, and instead appear as a attractive human with fox ears and tails. As the race is mostly female, and they have sworn a dept of eternal loyalty after Luthor Grant saved them from their doomed former metropolis, many of the Dead Walker pirates have become intertwined in relations with these Kitsune, creating mostly Human boys and Kitsune girls (though this varies). With the Kitsune mostly staying at home to take care of the children and other responsibilities, while the Dead Walkers scourge the oceans and hunt down those that refused to pay the toll, or who dared attack those who did. Returning home to their loved ones every cycle when their flesh is whole again.
The Living dead
Dead Walkers are by all means undead, with all the boons and banes that it brings with it. They long for the few days a month during which they are allowed the pleasures of the flesh, but make full use of it's advantages as well. As an undead they don't need to eat or sleep, or breath. Though some experience "Phantom" tastes and doze off, but this is more due to them remembering it then their bodies actually requiring it. They often pass the time playing games, and making their fortune until they can return home and spend it. Many have found relationships with the Coastal Kitsune, creating large families which await their return. The sparse few days that the men are allowed their pleasure are often used to their fullest, much to the delight of their spouses. Some however become adventurers, scouring the world, trying to find a cure to their curse. While others don't mind an immortal unlife, as they spend the moments between their restoration adventuring on the high seas without risk of death. Nevertheless their bodies can be destroyed, and although their Vampire Captains and Admirals can more easily "restore" them, adventuring Dead Walkers will need to be a bit more careful as they can no longer rely upon them
Hard to Kill
Dead Walkers are notoriously hard to kill, often requiring additional force in order to put them down. However, using Radiant energy bypasses this unnatural defense. They often rely on their undead nature to take risks and gain rewards that no living Pirate would even dream off. Their Vampire Captain's and Admirals see them as expendable, as they pretty much are. Slain Dead walkers can more easily return from the earth then normal living souls can. And there are even stories of Dead Walkers who have returned from the dead all by themselves, though often with a great deal of time in between.
Gunpowder Weapons
Dead Walkers possess the same Flintlock weapons they possessed in their life, and like before they take great care to keep their Gunpowder recipe a secret. Lest not their enemies use it against them. Gunpowder weapons are very expensive however, and many of the Dead Walkers still resort to Bows and Crossbows, due to their cheaper cost and faster rate of fire.
Appearance
Their appearance greatly varies, but most by far have fair skin and blue eyes, as well as hair ranging from blonde to black. They tend to talk with a strong accent, and are a bit rowdy. But many do adhere to a certain code of honor. Even if most are also known as relentless cutthroats to those that get in their way.
Dead Walker Traits
As living dead, the Dead Walkers enjoy many of the boons, as well as suffer many of the banes, of being among the unliving.Ability Score Increase
Your Constitution score increases by 2.
Age
Humans reach adulthood in their late teens and live less than a century. However Dead Walkers are immortal, which can be seen as a curse or a blessing. As they are cursed to unlife for all eternity, but are allowed the pleasures of live a few times a month as well.
Languages
You can speak, read, and write Common and one extra language of your choice.
Alignment
As former humans, Dead Walkers tend toward no particular alignment. The best and the worst are found among them.
Size
Humans, and as such Dead Walkers, vary widely in height and build. Ranging from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 25 feet. Wearing heavy armor only reduces your speed by 5 if you do not have its required Strength score.
Weapon Proficiency
Those who are a part of the Vampire Coast are proficient with Flintlock Firearms. These weapons follow the following rules: https://imgur.com/a/b4WFxFC In addition, all Flintlock Firearms have the "Piercing Bullets" property. This grants these weapons advantage on attacks as long as the enemy is within half their standard range (so 30ft for a Pistol, and 60ft for a Musket). Weapons with the Scatter Property instead gain this advantage up to their standard range. Adventurers may start with a battered Pistol or Blunderbus, for 1/10th their normal cost. These weapons have the unreliable property, and you may only have one of them. The player starts with a Powder flask, and may refill this in between adventures. Other Flintlock firearms must be gained through the campaign, at the Dungeon Master's discretion.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Undead Immortality
Your type is Undead/Humanoid. Being undead, you need not sleep, eat, drink, or breathe, and you cannot be compelled to do so. You do not age, and any spell or effect that would cause you to age has no effect. You are immune to diseases, the poisoned condition, and spells or effects that would put you to sleep. In addition you gain resistance to both necrotic and poison damage. You can be affected by other effects that target humanoids, but you can't be affected by negative Undead specific effects such as Turn Undead or Dispel Evil. Spells may resurrect you regardless of how long you 've been dead, and spells that animate Undead may instead be used to resurrect you with 1 hit point remaining.
Undead Fortitude
If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken. Unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
False Humanity
Under normal circumstances you look identical to a living human, aside from the obvious indifference to harm as you feel no pain. However, the moonlight reveals your true form, a rotting corpse forsaken of the pleasures of the flesh. except however, three times per month when you temporarily become mortal again. During this time you lose your Undead Immortality, Undead Fortitude and Darkvision racial traits, and instead gain a +1 on all mental ability scores and +5 walking speed.
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