Homebrew Daywalker (Vampire alternative) Species Details
Origin Race
Your appearance is almost identical to your origin race form but with subtle details hinting to your true nature: your skin tone is slightly paler, and you have slightly pointed teeth.
- Your age, height, weight, and general appearance are determined by your origin race.
- You gain no racial traits, additional benefits, or proficiency from your origin race.
- Origin Races available: Dwarf, Elf, Gnome, Goliath, Half-Elf, Halfling, and Human.
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.
Languages
You can speak, read, and write Common and the language of your origin race.
Daywalker (Vampire alternative) Traits
--Ability Score Increase
Due to the strange nature of your new powers, your base Strength, Dexterity, and Charisma scores are all increased by 1, to a maximum of 20.
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 3d4 +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 at least once a week or your body begins to weaken. Every day you go without feeding after this time, starvation causes you to gain one (1) level of Exhaustion that cannot be removed by any means except for the consumption of blood, or a potion of blood healing. Each successful use of your bite attack against a willing, incapacitated or restrained humanoid during this time 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 erratic. During this time, the DM has control over what your character does; however, upon your first successful bite attack during this state, you regain control of your faculties.
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.
Night Vision
As a hybrid of vampirism, you have superior vision in dark and dim conditions. You can see in dim light within 100 feet of you as if it were daylight, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Quench
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 their 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.
Weakness
Any weapon that is gilded, coated, or made fully from silver, gains automatic advantage when attacking you, and succeeds on a critical hit on an attack roll of 19 or 20.
Proficiencies
Due to heightened senses gained from your vampiric nature, you gain proficiency in Perception and Deception skill checks.
Fortitude
You are immune to disease. You have advantage on saving throws against necrosis, and you have resistance against necrotic damage.
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