Homebrew Daywalker Species Details

Origin Race

Your appearance is almost identical to your origin race form but with subtle details revealing your true nature: your skin tone is slightly paler, and you have elongated fingers and upper canine teeth.

  • Your age, height, weight, and general appearance are determined by your origin race.
  • You gain no racial traits, additional benefits, or proficiencies from your origin race.
  • Origin Races available: Dwarf, Elf, Gnome, Goliath, Half-Elf, Halfling, and Human.

Ability Score Improvement

Your Strength, Dexterity, and Charisma scores increase by 1.

Skills

You have proficiency in Perception and Deception.

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.

Alignment

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 based on your origin race.

Speed

Your base walking speed is 35 feet.

Darkvision

As a hybrid of vampirism, you have superior vision in dark and dim conditions. 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.

Compulsion

You can cast the Suggestion spell once with this trait, without expending a spell slot and requiring no material components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. 

At Higher Levels: When you reach 8th level, you can use this trait two (2) times per long rest. At level 16, you can use this trait three (3) times per long rest.

Vampiric Fortitude

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

Quenching the Thirst

You gain a Grapple/Bite attack. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a successful Grapple/Bite attack, you subject the target to the Grappled condition, deal 1d4 piercing/necrotic damage, and you heal for the amount equal to the damage dealt. The damage/healing increases to 1d6 at 6th level, 2d6 at 11th level, and 3d6 at 16th level.

Blood Magic

You can create a special Potion of Blood Healing. A vial of the potion can be created with a DC13 Intelligence (Alchemy) check. If the check succeeds, a single Potion of Blood Healing is created; this vial will last indefinitely without drying or spoiling. If the check fails, no item is created, and the materials are gone. Each vial requires a pint of fresh humanoid blood (either drawn from a living victim or from a corpse slain no longer than 30 minutes ago), a dose of anticoagulant worth 25 GP, and 4 hours of concentration. This potion heals 2d4 +2 and removes a level of exhaustion.

Proficiency in Alchemist’s Supplies.

Bloodlust

While you can control your bloodlust most days, the urge to feed is always present. As a daywalker, you must feed this thirst every 3 days or your body begins to weaken. Every day you go without feeding after the third day, starvation causes you gain one (1) level of Exhaustion that cannot be removed by any means except for the consumption of blood. Each successful use of your bite attack against a willing, incapacitated or restrained humanoid will remove one (1) level of Exhaustion. Alternatively, each Potion of Blood Healing will remove one (1) level of exhaustion.

During combat, if you drop below 5 hit points, you must make a DC13 Wisdom saving throw or you will become frenzied. During this time, the DM has control over what your character does; however, upon your first successful bite attack, you regain control of your faculties.

Silver Weakness

You are vulnerable to silvered weapons.

Languages

You can speak, read, and write Common and the language of your origin race.

Daywalker Traits

Cunning, agility, and keen senses make for a mighty combination in this race. But beware the temptation to lose control.

Quenching the Thirst

You gain a Grapple/Bite attack. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a successful Grapple/Bite attack, you subject the target to the Grappled condition, deal 1d4 piercing/necrotic damage, and you heal for the amount equal to the damage dealt. The damage/healing increases to 1d6 at 6th level, 2d6 at 11th level, and 3d6 at 16th level.

Silver Weakness

You are vulnerable to silvered weapons.

Bloodlust

While you can control your bloodlust most days, the urge to feed is always present. As a daywalker, you must feed this thirst every 3 days or your body begins to weaken. Every day you go without feeding after the third day, starvation causes you gain one (1) level of Exhaustion that cannot be removed by any means except for the consumption of blood. Each successful use of your bite attack against a willing, incapacitated or restrained humanoid will remove one (1) level of Exhaustion. Alternatively, each Potion of Blood Healing will remove one (1) level of exhaustion.

During combat, if you drop below 5 hit points, you must make a DC13 Wisdom saving throw or you will become frenzied. During this time, the DM has control over what your character does; however, upon your first successful bite attack, you regain control of your faculties.

Darkvision

As a hybrid of vampirism, you have superior vision in dark and dim conditions. 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

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