Homebrew Daywalker Species Details
History
Stories tell of a god that, in a fit of rage, cursed a man who had slighted him. No more would he walk in the sunlight bestowed upon him by the god, for his skin would burn should it ever touch sunlight again. No more would he be allowed to wear the amulet of the faith or metal it was made from, for his skin would melt should it ever touch either again. And forever shall he know the feeling of unquenchable thirst for blood, for that is what happens when your faith has abandoned you. As the final act of the curse, the god decreed that any being the man fed from would, too, become a monster like him.
Throughout the ages, the vampiric curse has spread from one region to another, disappearing for periods of time before reappearing again. On rare occasions, a woman infected during the final months of her pregnancy would give birth to a living child. This child was free from the curse of sunlight, faith, running water, and immortality, but still needed/craved blood for sustenance and had a vulnerability to silver.
Considered an abomination, these children are usually hunted by vampires.
Society
Some Daywalkers live among their origin race, only the closest of loved ones knowing their true nature. However, many daywalkers are unable to fully incorporate into society, so they choose lives of solitary wandering; moving on each time their presence is noticed.
Physical Description
Daywalkers appear almost identical to their origin race but with subtle details revealing their true nature: their skin tone is slightly paler, and they have elongated fingers and upper canine teeth.
Names
Vampire names can vary and are usually based on their origin race.
Daywalker Traits
Cunning, agility, and keen senses make for a mighty combination in this race. But beware the temptation to lose control.Origin Appearance
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.
Ability Score Improvement
Your Strength, Dexterity, and Charisma scores increase by 1.
Vampiric Cunning
You gain 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 indefinitely.
Alignment
A Daywalker's alignment is highly dependent of their original race. Typically, Daywalkers have resisted or survived the full transformation of true vampirism in some way and tend to be against those who cursed them.
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.
Vampiric Fortitude
You are immune to disease. You have advantage on saving throws against being poisoned, and you have resistance against necrotic damage.
Grappling Bite
You gain a unique Grappling Bite attack. The target of this attack 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 bite the target by taking the Grapple attack action, rather than making an Attack roll. If you succeed the check, you subject the target to the Grappled condition, deal [1d4] necrotic damage, and you heal for the amount equal to the necrotic damage dealt. The damage die for this attack increases to [1d6] at 6th level, [2d6] at 11th level, and [3d6] at 16th level.
Blood Alchemy
You can create a special Potion of Blood Healing. A single potion can be created with a DC 13 Intelligence (Alchemist Supplies) 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 humanoid blood (fresh, or from a corpse slain no longer than 1 hour), 25 gp worth of alchemist's materials, and 8 hours of concentration. This potion heals 2d4 + 2 hit points, and counts as a serving of fresh blood for your Bloodlust feature. These potions can only be consumed by Daywalkers.
You gain proficiency in Alchemist’s Supplies.
Bloodlust
While you can control your bloodlust most days, but the urge to feed is always present. As a Daywalker, you must feed this thirst at least once every 7 days or your body begins to weaken. Once every 7 days, you must consume the blood of a humanoid, and each day after the 7th day you go without feeding, starvation causes you gain one (1) level of Exhaustion that cannot be removed by taking a long rest. This level of exhaustion can only be removed by; Consuming a Blood Potion, making a successful Grappling Bite attack against a humanoid, or consuming humanoid blood. Humanoid blood can be collected by means other than your Grappling Bite attack, but must deal damage to the humanoid who's blood is being collected. This damage is equal to your Grappling Bite attack damage.
During combat, if you drop below 5 hit points, you must make a DC 13 Wisdom saving throw or enter your Bloodlust. During this time, you lose control of your actions and can only use your Grappling Bite attack, and must use this attack on the nearest creature until you succeed. If there are multiple creatures within range, your DM decides which target you attack.
If you are knocked unconscious, and returned to consciousness, your Bloodlust still persists until you succeed on a Grappling Bite attack. Upon a successful attack, you regain control.
Silver Vulnerability
You are vulnerable to silvered weapons.
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