Homebrew Daywalker Vampire Species Details
Hit Dice: 1d8 per daywalker vampire level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per daywalker vampire level after 1st
Proficiencies:
- Saving Throws: Dexterity and Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Perception, Performance, and Stealth
- Tools: None
- Languages: You can speak, read, and write Common and one other language of your choice.
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- a shortsword or any simple weapon
- a leather armor or padded armor
- a pouch containing 10 gold pieces
Traits:
Daywalker As a daywalker vampire, you can resist the harmful effects of sunlight. You no longer have the Sunlight Sensitivity weakness of regular vampires, and can move in sunlight without issue.
Blood Drain As a vampire, you have the ability to drain the blood of living creatures. When you make a melee attack against a creature, you can choose to make it a blood drain attack. If the attack hits, you deal damage as normal, and you regain hit points equal to half the damage dealt. You can only use this ability once per turn.
Vampiric Regeneration Your vampiric nature allows you to regenerate your wounds quickly. At the start of each of your turns, you regain hit points equal to your daywalker vampire level.
Vampiric Weaknesses As a vampire, you still have a number of weaknesses that make you vulnerable to certain things. These weaknesses include:
- Stake to the Heart: If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed.
- Holy Water: You take 2d6 radiant damage if you start your turn in running water or if you are hit with holy water.
- Repelling Objects: You cannot enter a residence without an invitation from the owner. You are also unable to cross running water unless you are carried over it.
Leveling Up When you gain a level as a daywalker vampire, you gain additional hit points, new traits, and access to new abilities.
Level 2:
- Vampiric Senses: You gain darkvision with a range of 60 feet.
- Spider Climb: You can climb walls and ceilings as easily as walking on the ground.
Level 3:
- Shapechanger: You can transform into a bat, wolf, or mist as an action. You can remain in the new form for up to 1 hour. You can use this ability once per short or long rest.
Level 4:
- Additional Ability Score Improvement: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This cannot increase your scores above 20.
Level 5:
- Supernatural Charm: You can attempt to charm a humanoid creature within 30 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour. If you or your companions harm the target, the charm ends. The target also gets another saving throw if it realizes that you have charmed it. You can use this
Daywalker Vampire Traits
human
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