Homebrew Daywalker Species Details

Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.

 Age: Daywalkers mature at the same rate as humans but do not age once they reach adulthood. They can live for centuries, if not millennia.

 Alignment: Daywalkers lean towards neutrality but can be of any alignment. Their existence in the sunlight often leads them to adopt a more nuanced perspective on morality.

 Size: Medium Speed: 30 feet

 Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character 

Racial Traits

● Darkvision: 60 ft.

 ● Sunlight Resilience: You are not disadvantaged on attack rolls, ability checks, or saving throws while in sunlight.

 ● Unnatural Fortitude: You have advantage on saving throws against being charmed or frightened. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

 ● Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 ● Fangs: You have a natural weapon in the form of fangs. Your unarmed strike with your fangs deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a creature with your fangs, you can drain blood from the target. The target’s hit point maximum is reduced by 1 for each hit point drained in this way. You regain hit points equal to half the hit points drained. The reduction to the target’s hit point maximum lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Additionally, if you reduce a creature to 0 hit points with your fangs, you regain one use of your movement ability (Misty Step or Gaseous Form).

 ● Skill Proficiency: You gain proficiency in the Intimidation skill.

 ● Charm Person: You can cast the charm person spell once per day. Your spellcasting ability for this spell is Charisma.

 ● Movement Abilities:

    ○ Misty Step: You can cast the misty step spell a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

    ○ Gaseous Form (Level 10+): Starting at 10th level, you can cast the gaseous form spell once per long rest.

● Shifting Visage: Your appearance subtly shifts between sunrise and sunset, reflecting either a more human or vampiric aspect.

Daywalker Traits

You are the next in the evolutionary line of the creatures who once could only exist in the dark.

Ability Score Increase

Your Charisma score increases by 2, and your Constitution score increases by 1.

Age

 Daywalkers mature at the same rate as humans but do not age once they reach adulthood. They can live for centuries, if not millennia.

Alignment

Daywalkers lean towards neutrality but can be of any alignment. Their existence in the sunlight often leads them to adopt a more nuanced perspective on morality.

Size

Daywalkers are medium creatures. 

Speed

Your base walking speed is 30ft

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.

Sunlight Resilience

You are not disadvantaged on attack rolls, ability checks, or saving throws while in sunlight.

Unnatural Fortitude

  • You have advantage on saving throws against being charmed or frightened. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Fangs

You have a natural weapon in the form of fangs. Your unarmed strike with your fangs deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a creature with your fangs, you can drain blood from the target. The target’s hit point maximum is reduced by 1 for each hit point drained in this way. You regain hit points equal to half the hit points drained. The reduction to the target’s hit point maximum lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Additionally, if you reduce a creature to 0 hit points with your fangs, you regain one use of your movement ability (Misty Step or Gaseous Form).

Languages

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Daywalker Traits

● Darkvision: 60 ft.

● Sunlight Resilience: You are not disadvantaged on attack rolls, ability checks, or saving

throws while in sunlight.

● Unnatural Fortitude: You have advantage on saving throws against being charmed or

frightened. Additionally, when you are reduced to 0 hit points but not killed outright, you

can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

● Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without

needing to make an ability check.

● Fangs: You have a natural weapon in the form of fangs. Your unarmed strike with your

fangs deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a

creature with your fangs, you can drain blood from the target. The target’s hit point

maximum is reduced by 1 for each hit point drained in this way. You regain hit points

equal to half the hit points drained. The reduction to the target’s hit point maximum lasts

until the target finishes a long rest. The target dies if this effect reduces its hit point

maximum to 0. Additionally, if you reduce a creature to 0 hit points with your fangs, you

regain one use of your movement ability (Misty Step or Gaseous Form).

● Skill Proficiency: You gain proficiency in the Intimidation skill.

● Charm Person: You can cast the charm person spell once per day. Your spellcasting

ability for this spell is Charisma.

● Movement Abilities:

○ Misty Step: You can cast the misty step spell a number of times equal to your

proficiency bonus. You regain all expended uses when you finish a long rest.

○ Gaseous Form (Level 10+): Starting at 10th level, you can cast the gaseous form

spell once per long rest.

● Shifting Visage: Your appearance subtly shifts between sunrise and sunset, reflecting

either a more human or vampiric aspect.

Shifting Visage

Your appearance subtly shifts between sunrise and sunset, reflecting

either a more human or vampiric aspect.

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