Homebrew Covered Daywalker Species Details

Dead but not sleeping, at least not when you should be.

The rumor that vampires can only wake at night begun to cause heroes to lash out at vampires in their distracted state of rest and began to cause a threat on the race, causing many to venture out, covered head to toe in cloth, into the daylight.

Based on: Dennij76's Day Walker Vampire

Covered Daywalker Traits

Part Undead

Speed

Your base walking speed is 35 feet.

Languages

You can speak, read, and write Common, infernal and one extra language you may have known in Life.

Alignment

The best and the worst are found among them. Depending on their life (or afterlife experiences so far) they usually sway strongly towards either good or evil.

Ability Score Increase

 Your dexterity & strength increase by 1.

Darkvision

You can see in the 60ft in front of you in darkness in varying shades of gray, and red if it is blood. 

Cloaked

Covered from head to toe in coverings you do not take damage from light, natural or artificial.

Too bright

Used to being held up in darkness, you have disadvantage on investigation when outside during the day in natural light.

Undead Ancestrey

When turn undead is used you must also make a saving throw, saving at the end of each of your turns on a failure

Part Undead

You gain immunity to necrotic damage.

Undead Aging

Death has altered you in ways most don't see once the casket is buried. Your appearance remains the same age as when you died unless you will your features to change with age.  Depending on how long you've been changed you hair has begun to gray, your skin become an ashen gray and your eyes bloodshot, with irises an unholy hue of red.

Fanged Bite

Once per short rest you can use a bite attack to deal 1d6 necrotic damage on a hit and heal for that much. This can be used once per Short rest. Increases by 1d6 at 8,12,16 levels.

When not using this trait you can use your fangs or instantly grow your claws to deal 1d4 piercing/slashing damage

Unnatural Hunger

Once every 4 days you must feast on a cup of humanoid blood, or one cup of nonhumanoid daily. (if you are past due of blood consumption, then fail to obtain blood you suffer one point of exhaustion until you feed from a humanoid.) You may store blood in a flask on your person which will go rotten and be rendered inedible after 3 days.

Sacred Metals

vulnerable to gold & silver (not coins) 1d4 if touches

Unholy Water

1d8 damage to self if skin contacts with holy water

Running Water

1d6 damage if turn ends standing in running water

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