Homebrew Daywalker Species Details

Stories tell of a god that, in a fit of rage, cursed a man who had slighted him. No more would he walk in the sunlight bestowed upon him by the god, for his skin would burn should it ever touch sunlight again. No more would he be allowed to wear the amulet of the faith or metal it was made from, for his skin would melt should it ever touch either again. And forever shall he know the feeling of unquenchable thirst for blood, for that is what happens when your faith has abandoned you. As the final act of the curse, the god decreed that any being the man fed from would, too, become a monster like him.Throughout the ages, the vampiric curse has spread from one region to another, disappearing for periods of time before reappearing again. On rare occasions, a woman infected during the final months of her pregnancy would give birth to a living child. This child was free from the curse of sunlight, faith, running water, and immortality, but still needed/craved blood for sustenance. Considered an abomination, these children are usually hunted by vampires. Some daywalkers live among their origin race, only the closest of loved ones knowing their true nature. However, many daywalkers are unable to fully incorporate into society, so they choose lives of solitary wandering; moving on hoping to go unnoticed.

Daywalker Traits

Creepy AF BOIIIII

Physical Appearance

Daywalkers appear almost identical to their origin race but with subtle details revealing their true nature to those that know what to look for, such as: their skin tone is slightly paler, and have upper canine teeth. They have hair and eye colors similar to that of humans. Some even can have stark bright colored eyes such as red, purple, or even all black. Daywalkers have pointed ears similar to half elves, and can even have skin tones almost matching a tan skin tone. They age slower then their base race, but time still effects them.

Random Height and Weight
Base Height     Height Modifier      Base Weight      Weight Modifier
      5′ 5″                     +2d6                       60 lb.                 × (1d4) lb.

Ability Score Increase

Your Dexterity score increases by 2 and Charisma increases by 1.

Age

Although you reach physical maturity at about the same age as your origin race, the regenerative ability granted to you through vampirism often allows you to live thrice as long as your origin race. Once their bodies reach their prime, they stay that way until death.

Alignment

Daywalker's vampiric heratage cause them to lean towards Lawful Evil, but the day walkers that have more Self Control can be Neutral. A daywalkers alignment can be either good or evil, or anything in between. Some choose to embrace the monster inside and succumb to the bloodlust, while others choose to bury the monster inside, only taking the minimum needed to survive.

Size

Your size is Medium.

Speed

Your base movement speed is 40 ft.

Languages

You speak Common, and a Language of your choice

Vampiric Fortitude

You are immune to disease. You have advantage on saving throws against necrosis, and you have resistance against necrotic damage. However, they are vulnerable to Radiant damage.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unending hunger

You need 1 ration of blood every 7 days or your body begins to cease functioning, taking one level of exaustion. On the 7th day without blood, the Day walker is unable to heal and takes 1d20 of damage every hour. If the Day walker drops to 0 hit points from this, they are paralyzed until force fed blood. Then they regain 1hp and cure a level of exaustion. Unlike their Vampiric Families, the day walkers are able to eat and drink normal food as a normal humanoid.

Skilled

Due to your long life span, you are naturally adept at a particular set of skills. You have proficiency in 2 skills of your choice.

Vampiric Senses

The five senses taste, sight, touch, smell, and sound are greatly enhanced, which enables them to see, hear, smell, feel, and taste things imperceptible to humans. You have proficency with perception. In addition, if blood is present you gain advantage on insight, perception, and investigation rolls to locate and find out the cause.

Natural Weapon

 Because of your vampiric heratage you are able to make a bite attack, and it counts as a magical weapon. As a bonus action you can make a bite attack dealing 1d6 + Dexterity Piercing Damage plus an aditional 2d6 necrotic damage. You're also able to turn your nails into weapons and make your unarmed attacks deal 1d4 at level one. as you level up this increases to 1d6 at 5th, 1d8 at 10th, and 1d10 at 14th.

Thirst for Blood

When you make a bite attack, If the target is a willing, incapacitated, or restrained humanoid you may choose to drain blood from the target, and recover the same amount of hit points that the opponent lost from the bite (any over your max hit point does not transfer into temporary hp). The targets hit point max is reduced by the amount of damage dealt. You regain hit points equal to that amount. The target dies if their hit point max equals 0. 

Forbiddance

Luckily for every living creature, a Vampire can not enter a residence without an invitation from the current resident.

Strahd's Grace

When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

Leering stalker

As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2019 3:30:15 AM
25
1
Wiz
Coming Soon
9/7/2022 5:23:42 PM
481
21
Wiz2
Coming Soon

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