Homebrew Day-Walker Vampires Species Details

Long ago, the ancient Fiends and Lords of the heretical lower planes brought forth vampirism for the express purpose of seducing, corrupting, and destroying humanity. 

They failed to account for the fact that sometimes, humanity can really get into that sort of fun.

Vampires of today, having decided it is much more rewarding to live amongst humanity rather than in antagonism to it,  cohabitate with the living in what can occasionally be an uneasy, if exciting, social relationship. Retaining some of their original predatory instincts, and the need to drink the blood of mortals, most public living vampires today owe their status in society to the advantages of their immortality and their cutthroat knack for accruing wealth. Though their numbers are always small, their society is tight-knit, skilled, and knowledgable. Vampires tend to play the shark-like chess of nobility's social behavior well, though sometimes they do accidentally arouse trepidation among the larger populations of mortals. Even the most kind-hearted vampire has at some point had to make some well placed bribes to placate locals, and even the cruelest and most miserly of vampires recognizes the need to be conspicuously generous to the poor. Such gifts ease the tensions of predators living peacefully among prey, and without them an unlucky vampire could find themselves on the wrong side of a fearful mob with wooden stakes.

Likely the most significant piece of vampiric history are the Sanguine Crusades, more commonly known as the "Red Crusades." Many reformed vampires led wars against their own forbears, who had united under cause of ending humanity; without the aid of the modern lineage of vampires, the Red Crusades would certainly have been lost, and the age of humanity forever wiped from the earth. Nevertheless, those wars occurred thousands of years ago: while older, out of touch, vampires still go on about the heady days of those conflicts, most younger vampires consider their obsession with the topic to be a little gauche.

In exchange for the ability to walk in the sun, and the ability to grow and learn as humanoids do, day-walking vampires have given up some of the most powerful and dark gifts that were granted to the first vampires. Most consider the access to the full day and the ability to walk into a building, without having to ask, a fine trade, as they can still mimic the abilities of their monstrous origins with training and practice if they so desire.

Day-Walker Vampires Traits

Predator's Eyes, Undead Constitution, Blood Consumption, Spider-Climb, Sanguine Obligation, Shadow of Life

Undead Constitution

Resistance to Necrotic damage.

Predator's Eyes

Darkvision: Range 30ft.

Blood Consumption

Once per rest, the vampire may substitute one of a melee attack for a bite attack. Make the attack as normal. If it hits, the vampire deals the normal weapon or melee damage, but the damage counts as necrotic and bypasses resistance. The vampire heals for the amount of damage dealt with this attack. This attack can only be made against a creature that is not undead, and has ingestible blood (oil, from a construct, would not count as "ingestible blood").

Damage taken from vampire blood feeding cannot be healed until the start of victim's second Long Rest, at which point the damage will heal normally. If a creature has all of it's hitpoints taken by this effect, it dies, and cannot be resurrected by any means short of true resurrection or a wish spell.

On a short or long rest, this vampire regains use of this ability.

Sanguine Obligation

A vampire must consume the blood of from a living creature once per day or gain a point of exhaustion. The amount they must consume per day is equal to their class level, minimum of 1. If the blood is from a creature that is considered a non-humanoid, the vampire must consume double the amount.

A vampire may remove any number of exhaustion points gained from this effect, by consuming the requisite amount of blood per point. If a vampire has exhaustion points from this effect when feeding, they must roll a Wisdom Save equal to 5 with an additional +5 for every point of exhaustion possessed. On a failure, the vampire will attempt to take as much blood as possible until full, including satiating the need for the current day.

Damage taken from vampire blood feeding cannot be healed until the start of victim's second Long Rest, at which point the damage will heal normally. If a creature has all of it's hitpoints taken by this effect, it dies, and cannot be resurrected by any means short of true resurrection or a wish spell.

Shadow of Life

The vampire retains one feature of it's previous race, discounting age and physical characteristics. The retained trait is determined randomly. All other traits from the previous race are lost. 

Spider Climb

The vampire is granted the spider-limb ability, equal to 10ft. plus their class level.

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