Homebrew Daywalker (Olara) Species Details
Daywalkers are a rare living vampiric bloodline descended from the ancient House Soran of Vardros. House Soran practiced controlled vampirism and Hemomancy and maintained an ancient spiritual connection to Rhaekoth, the Blood Eye, long before the Great Meteor catastrophe. When the Great Meteor struck both Vardros and the distant region surrounding Ashlon in eastern Pharnos, unusual changes began appearing within the Soran bloodline. Among the rarest were vampires capable of walking unharmed beneath the sun. Unlike traditional vampires, Daywalkers are living creatures rather than Undead. They breathe, sleep, eat, feel emotion, possess free will, and can walk openly beneath sunlight. Their vampiric hunger remains, but House Soran teaches discipline above hunger. Morgan Soran was born into House Soran in Vardros and later sent to Ashlon to investigate the meteor catastrophe, planar disturbances, fiend activity beneath the desert, and the connection between the two impact regions. Ashlon eventually became Morgan’s adopted home, while Vardros remains the ancestral seat of House Soran.
Daywalker (Olara) Traits
Although you are a Humanoid, magic or abilities specifically designed to identify vampires may recognize your vampiric nature at the DM’s discretion.Blood Hunger
Daywalkers retain the supernatural hunger of their vampiric ancestors.
House Soran teaches strict control over this hunger.
A Daywalker periodically consumes blood or an appropriate alchemical blood substitute.
Extended deprivation may manifest as disturbing dreams, increased hunger, irritability, difficulty concentrating, or stronger emotional reactions to Rhaekoth.
These effects are primarily narrative and occur at the DM's discretion.
Blood Hunger never automatically forces your character to attack another creature and never removes control of your character.
Darkvision
Your vampiric senses allow you to see through darkness. You have Darkvision with a range of 120 feet.
Child of the Sunless Blood
Your Soran blood has overcome many of the weaknesses traditionally associated with vampirism. Sunlight does not harm you, and you suffer no Sunlight Sensitivity. You do not require an invitation to enter a residence. Running water does not harm you. You cast a normal reflection and shadow. You can consume ordinary food and drink, although neither replaces your supernatural desire for blood.
VAMPIRIC RESILIENCE
The ancient blood of House Soran grants you supernatural resilience. You have Resistance to Necrotic damage. You also have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition on yourself.
Soran Blood Sense
Your Soran blood allows you to sense the rhythm of living creatures. As a Bonus Action, you awaken your Blood Sense for 1 minute. During this time, you know the location of creatures possessing functioning blood within 30 feet of you, provided they are not behind Total Cover. Blood Sense does not reveal a creature's identity. It normally cannot detect Constructs, Elementals, incorporeal creatures, most Undead, or creatures that do not possess functioning blood. You can use this trait once per Long Rest. At 5th level, you can use this trait twice per Long Rest. At 11th level, you can use this trait three times per Long Rest.
Fangs of Soran
Your vampiric fangs are natural weapons. When you make an Unarmed Strike using your fangs, you can use Strength or Dexterity for the attack and damage rolls. On a hit, your bite deals 1d6 Piercing damage plus the ability modifier used for the attack. Once during each of your turns when you damage a creature possessing blood with your bite, you can empower the attack with your vampiric blood. The target takes additional Necrotic damage equal to your Proficiency Bonus. You can empower your bite a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Crimson Feeding
Crimson Feeding- Description
Immediately after you damage a creature possessing functioning blood with your Fangs of Soran, you can draw a controlled amount of vitality from it. You gain Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest. You may also feed from a willing creature outside combat without inflicting meaningful injury, at the DM’s discretion. House Soran teaches that feeding requires discipline. Blood sustains you, but it does not command you.- Reset:
Long Rest- If not, keep the usage rule in the description.
Hemomantic Legacy
BLOODWHIP
Necromancy Cantrip (Hemomancy)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You conjure a barbed whip of living blood and lash it at one creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d10 Necrotic damage.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Daywalker Exclusive. Bloodwhip is an innate manifestation of Daywalker blood. It cannot normally be learned, copied, prepared, or selected through a spellcasting class.
Blood Mending — Level 3
Beginning at 3rd level, your Soran blood can rapidly repair a limited amount of physical damage.
Immediately after you use Crimson Feeding, you can choose to regain Hit Points equal to twice your Proficiency Bonus instead of gaining Temporary Hit Points.
Once you regain Hit Points using Blood Mending, you cannot use Blood Mending again until you finish a Long Rest.
Radiant energy disrupts your supernatural healing. If you have taken Radiant damage since the end of your previous turn, you cannot use Blood Mending.
That produces:
PB +2 → 4 HP
PB +3 → 6 HP
PB +4 → 8 HP
PB +5 → 10 HP
PB +6 → 12 HP
Gift of Rhaekoth — Level 5
Beginning at 5th level, you can briefly awaken the crimson inheritance connecting House Soran to Rhaekoth, the Blood Eye.
As a Bonus Action, you activate Gift of Rhaekoth for 1 minute.
Once during each of your turns while this ability is active, when you deal Necrotic damage to a creature, you can deal additional Necrotic damage to that creature equal to your Proficiency Bonus.
Once you use Gift of Rhaekoth, you cannot use it again until you finish a Long Rest.