Dayman (5e Class)

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Dayman[edit]

The Dayman is the natural opposite to the Nightman, a champion of the sun, as well as a proficient fighter in the art of martial arts and a friend to all creatures great and small.

Creating a Dayman[edit]

A Dayman is usually born after their first encounter with a Nightman, unexpectedly drawing out the Dayman power that lays within. Perhaps a Nightman never came to you, and you were a Dayman from the beginning.

Quick Build

You can make a Dayman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength.

Class Features

As a Dayman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dayman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dayman level after 1st

Proficiencies

Armor: Light
Weapons: Unarmed, Crossbows, Pistols
Tools: Disguise Kit, Lute
Saving Throws: Charisma, Strength
Skills: Performance, Athletics, and either Nature or Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Heavy Crossbow with 10 bolts or (b) Light Crossbow with 20 bolts
  • (a) Artisans Tools or (b) Dungeoneer's Pack
  • Leather Armour
  • (a) Lute or (b) 30 Gold Pieces
  • If you are using starting wealth, you have 5d10 Gold Pieces in funds.

Table: The Dayman

Level Proficiency
Bonus
Features
1st +2 Fighter of the Nightman
2nd +2 Master of Karate
3rd +2 Champion of the Sun
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Scourge of Trolls
6th +3 You Know What it is, Bitch
7th +3 Champion of the Sun (2)
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Master of Light
10th +4 Extra Attack
11th +4 Champion of the Sun (3)
12th +4 Ability Score Improvement, Ability Score Improvement, You Know What it is, Bitch (2)
13th +5 Master of Friendship for Everyone
14th +5 Master of Karate (2)
15th +5 Champion of the Sun (4)
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 You Know What it is, Bitch (3)
18th +6 Champion of the Sun (5)
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Defeat of Darkness

Fighter of the Nightman[edit]

Your natural opponent is the dreaded Nightman, a dark creature obsessed with the Night and preying on young humans. A Dayman always has the upper hand, however. You gain advantage on any attack rolls against a Nightman, as well as Drow, Duregar, and Aberrations.

Master of Karate[edit]

Your Dayman abilities are best flourished when used in tandem with your sweet karate moves. When unarmed, you may add your charisma modifier times 2 to the damage roll of an unarmed strike. At 14th level, you instead add 2d4 times 2 to your damage rolls, and can use your charisma score to instead add to your attack rolls.

Champion of the Sun[edit]

As a Dayman, you are tasked with the duty of protecting the world from the cold darkness of night, and thus draw from the sun as power. When dealing damage, you can choose to add 1d6 radiant damage to any form of attack you use. This increases to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at 15th level. At 18th level, you can cast the 8th level spell Sunburst as an action. Creatures with darkvision have disadvantage on the save. You can use this once per long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Scourge of Trolls[edit]

A Troll typically has ownership of the Soul of a destined Dayman. As a Dayman, Trolls fear you and your power. When attacking a Troll, you have Advantage. If you hit a troll it stops regenerating. If you attack and roll a critical hit, the Troll also becomes knocked prone by your attack.

You Know What it is, Bitch[edit]

Your power as a Dayman extends to your ability in crossbow attacks. When using a crossbow, you can choose to add your Strength or Charisma score to the damage roll. At 12th level, once per turn, add 2d6 radiant damage to a successful attack. At 17th level, when you hit an enemy with a crossbow, you can choose to use a bonus action to fire again. (Note: The ability at 17th level does not stack with Extra Attack.)

Master of Light[edit]

A Dayman always shows his prowess of the Sun at all times. Increase your walk speed by 5ft, and you radiate 10ft of dim light in all directions around you. You and friendly creatures in the dim light get a bonus to their saving throws equal to your Charisma modifier. This light can penetrate magical darkness.

Extra Attack[edit]

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master of Friendship for Everyone[edit]

A Dayman prides himself in all the people he vows to protect. Gain proficiency in all languages except Abyssal, Infernal, and Deep Speech.

Defeat of Darkness[edit]

At 20th level, You have truly gained the full potential of a Dayman, and the secret final art of your karate. When making an unarmed attack and succeed, you can choose to activate this ability. The enemy you attack must make a Constitution saving throw. On a failed save, you can rip the heart of the enemy, killing them. If they succeed, the enemy takes double the amount of damage you would deal normally. If the enemy you are fighting does not have a heart, then you will take their soul instead, but you have disadvantage on the roll.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dayman class, you must meet these prerequisites: 17 Charisma, 15 Strength

Proficiencies. When you multiclass into the Dayman class, you gain the following proficiencies: Performance and Athletics



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