Homebrew Daywalker Vampire lord Species Details

Ability Score Increase

Your Charisma, Dexterity and Strength scores all increase by 2.

Age

Vampires are Immortal, and do not age a day from when they were turned.

Alignment

Becoming a Vampire is either by choice, or accident. A pious man seeking immortality, or an Elf desiring power to rule are some scenarios that can turn one into a Vampire. Or even a Half-Orc being in the wrong place at the wrong time could turn into a night of new found immortality. No matter how one came to be a Vampire, after some time of dwelling in darkness, evil might be the easiest thing to cling to. However, with strong enough will, one could maintain their values and remain the alignment they had in life.

Size

There is no change in your size once becoming a Vampire.

Speed

Your base walking speed is 45

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Undead

You are an Undead creature. Necrotic damage does not affect you. You also need 1 ration of blood every 5 days or your body begins to cease functioning. On the 5th day without blood, the Vampire is unable to heal and takes 1d20 of damage every hour and rolls disadvantage on everything. If the Vampire drops to 0 hit points from this, they are paralyzed until force fed blood. Then they regain 1d20 hit points taken from loss of blood and no longer roll disadvantage.

Compulsion

The Vampire can control the mind of another simply through eye contact. The target must succeed on a DC 13 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion.

Languages

You know the languages known in life.

Sunlight Immunity

Because you're a day walker you are Immune to the sun light

Stake to the Heart

If a piercing weapon made of wood is driven into the Vampires heart, the Vampire begins to desiccate and is paralyzed until the stake is removed. However, if this happens when a Vampire is at 0 hit points the soul of the Vampire leaves the corpse and seeks its final resting place and if it makes it there in time then it can re-spawn within 5 hours. Then from there if it gets destroyed at the resting place the vampire is killed

Daywalker Vampire lord Traits

Vampirism is a curse, however some of the traits that are gained may make one rethink if its really that terrible.

Undead

You are an Undead creature. Necrotic damage does not affect you. You also need 1 ration of blood every 5 days or your body begins to cease functioning. On the 5th day without blood, the Vampire is unable to heal and takes 1d20 of damage every hour and rolls disadvantage on everything. If the Vampire drops to 0 hit points from this, they are paralyzed until force fed blood. Then they regain 1d20 hit points taken from loss of blood and no longer roll disadvantage.

Sun light Immunity

Because you're a day walker you are Immune to the sun light

Stake to the Heart

If a piercing weapon made of wood is driven into the Vampires heart, the Vampire begins to desiccate and is paralyzed until the stake is removed. However, if this happens when a Vampire is at 0 hit points the soul of the Vampire leaves the corpse and seeks its final resting place and if it makes it there in time then it can re-spawn within 5 hours. Then from there if it gets destroyed at the resting place the vampire is killed

Vampiric Bite

A bite that poisons and gives a disease (Sanguinare-Vampiris) that can turn you into a vampire.

Vampiric Corruption

Transform yourself into a cloud of mist to become intangible. In this form you can no longer interact with anything but you gain the ability to fly, your movement speed and 65 feet.

Ability Score Increase

Your Charisma, Dexterity and Strength scores all increase by 2.

speed

Your base walking speed is 45

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Compulsion

The Vampire can control the mind of another simply through eye contact. The target must succeed on a DC 17 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion.

Previous Versions

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