Homebrew Daywalker Species Details
# Daywalker (Half-Vampire)
## Racial Traits
**Ability Score Increase:** Your Charisma score increases by 2, and ability score of your choosing increases by 1.
**Age:** Daywalkers mature at the same rate as humans but live considerably longer, often reaching 300-400 years.
**Size:** Medium
**Speed:** Your base walking speed is 30 feet.
**Languages:** You can speak, read, and write Common and one other language of your choice.
## Core Racial Features
### **Vampiric Heritage**
You have inherited diluted vampire traits that grant you certain benefits:
- **Darkvision:** You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- **Enhanced Reflexes:** You have advantage on Dexterity saving throws against effects you can see.
- **Undead Resistance:** You have resistance to necrotic damage.
### **Blood Dependency**
Your vampiric nature requires regular animal blood injections to maintain control:
- You must inject yourself with animal blood once every 3 days
- Animal blood can be harvested from recently killed creatures or purchased (typically 10 gp per dose in civilized areas)
- Preparing an injection requires 10 minutes and a successful DC 10 Medicine check
- If you fail the Medicine check, the dose is wasted but you can try again with another dose
### **Vampiric Unleashing**
When 3 days pass without an injection, your vampiric side takes control:
**Automatic Transformation:**
- Your alignment shifts one step toward Chaotic Evil (if already Chaotic Evil, you become NPC controlled for the duration)
- You gain the following traits while unleashed:
- **Enhanced Strength:** Your Strength score increases by 2 (max 22)
- **Supernatural Speed:** Your movement speed increases to 40 feet
- **Vampiric Bite:** You gain a bite attack (1d4 + Str modifier piercing damage). On a hit against a humanoid, you regain 1d4 hit points
- **Spider Climb:** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
- **Bloodlust:** You have disadvantage on Wisdom saving throws and must make a DC 15 Wisdom saving throw at the start of combat or prioritize attacking the nearest creature
**Regaining Control:**
- Another creature can attempt to restore your control with a successful DC 15 Medicine check or whiles in combat a successful DC 15 Persuasion check during a short or long rest
- You automatically regain control after 24 hours
- Once control is regained, you must immediately inject animal blood or remain unleashed
### **Sunlight Tolerance**
Unlike full vampires, you suffer no penalties from sunlight exposure.
### **Vampiric Weaknesses (Reduced)**
- **Running Water:** You take 1d4 acid damage when you end your turn in running water
- **Stake Vulnerability:** Attacks made with wooden stakes against you score a critical hit on a roll of 19-20
- **Holy Symbol Sensitivity:** You have disadvantage on attack rolls against creatures openly displaying holy symbols
## Variant Rule: Blood Alternatives
At the DM's discretion, the following alternatives may be available:
**Alchemical Substitute:** A synthetic blood substitute can be crafted with alchemist's supplies (DC 15, costs 25 gp in materials, takes 1 hour)
**Magical Suppression:** Certain spells or magic items might temporarily suppress the blood dependency (such as a *Calm Emotions* spell cast at 3rd level or higher)
## Roleplay Notes
Daywalkers often struggle with their dual nature, walking the line between civilization and their predatory instincts. Many become:
- **Monster Hunters:** Using their vampiric abilities to hunt other undead
- **Alchemists or Healers:** Seeking ways to better control or cure their condition
- **Outcasts:** Living on the fringes of society where their nature is less scrutinized
- **Nobles or Merchants:** Using their longevity and charisma to build lasting influence
The constant need for blood management creates interesting resource decisions and roleplay opportunities, while the unleashing mechanic provides dramatic tension without permanently removing player agency.
## Subraces
### Feral Lineage
Your vampiric heritage comes from a more bestial vampire line.
- **Ability Score Increase:** Your Strength increases by 1 instead of Constitution
- **Keen Senses:** You gain proficiency in Perception
- **Predator's Instinct:** When unleashed, your bite attack damage increases to 1d6 + Str modifier
### Noble Lineage
Your vampiric heritage traces to aristocratic vampire lords.
- **Ability Score Increase:** Your Intelligence increases by 1 instead of Constitution
- **Vampiric Charm:** You know the *Friends* cantrip. Charisma is your spellcasting ability for it
- **Commanding Presence:** When unleashed, creatures within 10 feet have disadvantage on saving throws against being frightened
Daywalker Traits
White
Comments