Homebrew Daywalker Species Details
Daywalker Traits
You possess the abilities of a day walker:Ability score increase
Your Charisma score is increased by 1, and you can choose to increase either strength, constitution, or dexterity scores by 2, your choice.
Age
While Daywalkers live for very long, they do not live forever, they do however retain their youthfulness for their millennia of life.
Undead Nullification
Undead Defence
Since Daywalkers are born and not turned, they do not take extra damage from being undead from features such as divine smite.
Disease
Endless Night
You do not need sleep, and can take short or long rest by having periods of very little movement, ie reading or just standing still day dreaming.
You do not gain exhaustion from not sleeping, but ability resets still require them
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.
Non Healing factor
Weak Revival
Unlike normal vampires, they can not be resurrected into a normal human being, as they never were human beings.
Shapechanger
As an action you can transform into a tiny bat. While in bat form, your stats are the same, the only difference being your movement speed decreases to 5 ft, and you gain a flying speed of 30 ft. Anything you are wearing is transformed with you, anything you are carrying won't be. When killed in this form you revert back to your old form.
Become mist
You can use misty step without any material components or spell slots once per short or long rest.
Blood Drinker
You heal upon drinking blood from humanoid creatures. You can drink blood either by using your natural weapon fangs, or inflicting bleeding on an enemy, and using an action to drink the blood off of your weapon or claws. If you strike an enemy that is bleeding, the blood they are leaking end up on your weapon, you can drink that as well.
You gain back 2d4+2 Hit Points at level 1, you gain back 2d6+4 Hit Points at level 5, you gain back 2d8+8 Hit Points at level 10, You gain back 2d10+10 Hit points at level 15, and you gain back 2d12+14 Hit Points at level 20.
Fangs
You bite into an enemy, draining their blood. Has a reach of 5 feet, restores Hit Points via blood drinker, does not inflict bleeding. Does 1d4 piercing damage.
Claws
You claw at the enemy, has a reach of 5 feet, does 1d6+strength mod damage and has a 1/2 chance to inflict bleeding. (Bleeding does 1d4 damage per turn until you perform a DC 15 medicine check, bleeding only applies to creatures that have blood.)
Languages
From living lavishly in the city, you understand, speak, and can write in common and vampire languages
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