Homebrew Daywalker (humanoid) Species Details
A new genius of vampire that is the rarest genius, either born, cursed, or gained by another. Can be a curse or a blessing depending how you play it, but as one you get the common perks such as Darkvision, Invisibility, and Levitate. Daywalkers however gain few tricks up their sleeves and have their own feats such as Vampiric Drain, Vampiric reflexes, Sun immunity, and Vamperic CharmPerson. Daywalker's maybe immune to the sun now but they are more susceptible to fire damage and silver like items(garlic not included) so be careful who you fight in combat... best classes that might help you are fighter, warlock, and CR'S blood-hunter, for a blood thirsting suggested fighting style.
Daywalker (humanoid) Traits
Vampiric Drain, Vampiric reflexes, Sun immunity, Vamperic CharmPersonVampiric Drain
- Vamperic Drain is a duel feat, in combat whenever you attack with physical attacks or magic spells you gain a amount of health back by rolling a [roll]1d10[/roll] to equal half the damage you deal. if 10 you get 5+ hp back with the amount you dealt damage with.
- Vamperic Drain out of combat is optional move for if needing to heal or feed your hunger, but be warned you must roll a [roll]1d20[/roll] for dexterity for stealth, and [roll]1d6[/roll] for perception to keep eyes out if someone sees you drinking someones blood(options to disable if on another or requested by other teammates must be given permission by DM)
Vampiric reflexes
- Vampiric reflexes gives you a bonus to your Dexterity, strength, and constitution saves but have a cancel out with disadvantages making skill and save checks harder
Sun immunity
- Sun immunity, gives you a daywalker, a immunity as a vampire to not take any radiant damage from the sun, however from spells and attacks you only take half as resistance to those. however now you take more on fire damage and any silver weapons(not tools or armor) as a result of the genes mutation.
Vamperic CharmPerson
- Vamperic CharmPerson a racial trait that is similar to charm-person but more advance as rolling a [roll]1d20[/roll] for charisma you are able to Charmed and Hypnotized for a whopping full day or more (if rolled 20) as while every hour the target can roll [roll]1d10[/roll] for wisdom and charisma if low they wont break free and if high they snap out of it
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