Homebrew Day-Walker Species Details
Day-walkers are the product of a celestial race and a vampire partnership creating a vampire like race that is immune to daylight and has more heightened abilities than their normal counterparts making them harder to kill and dangerous. Day-walkers are immune to sunlight and running water they also have a resistance to radiant/holy.
Day-Walker Traits
Celestial & Vampire TraitsCelestial & vampire Traits
Saving Throws +4 all ability scores
Holy Resistance 20
Damage Immunities daylight and running water
Condition Immunities Charmed
Senses darkvision, truesight, blindsight
Languages Abyssal, Infernal, Primordial, celestial plus the languages it knew in life
Armor Class +10 natural
Hit Die D12 +68
Speed 30 ft., fly 30 ft., climb 30 ft.
Shapechanger. They can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the can't speak, its walking speed is 10 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, they can't take any actions or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Misty Escape. When it drops to 0 hit points outside its resting place, the daywalker transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. If they receive massive damage that would drop them 15 below zero in a single blow they die instead.
While it has 0 hit points in mist form, it can't revert to its normal form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its normal form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The daywalker regains 20 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. They can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Holy Resistance. They have a natural resistance of 20 against anything holy.
Stake to the Heart. If a piercing weapon made of wood is driven into the daywalker's heart while the daywalker is incapacitated in its resting place, the daywalker is paralyzed until the stake is removed.
Celestial Awareness The daywalker knows if it hears a lie.
Telepathy The daywalker gains the psionic ability to speak with its mind to others within 300ft.
Innate Spellcasting. The daywalker's spellcasting ability is Charisma (spell save DC 20). The daywalker can cast arcane and divine cantrips at will.
Multiattack. The daywalker makes two attacks, only one of which can be a bite attack.
Unarmed Strike Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the daywalker, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the daywalker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way ill turn into a daywalker within 24 hours and will return to life.
Charm. The daywalker targets one humanoid it can see within 30 feet of it. If the target can see the daywalker, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards the daywalker as a trusted friend to be heeded and protected. Although the target isn't under the daywalker's control, it takes requests or actions in the most favorable way it can, and it is a willing target for the daywalker's bite attack.
Each time the daywalker or the daywalker's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the daywalker is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
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