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

Your daywalker character has the following traits.

Ability Score Increase

Your Strength, Dexterity, and Charisma scores increase by 1.

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.

Bite atack

You gain a Bite attack that deals 1d4 piercing/necrotic damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a successful Bite attack, you heal for the amount equal to the damage dealt. The damage/healing increases to 1d6 at 6th level, 1d10 at 11th level, and 1d12 at 16th level.

Vampire Instincts

You gain proficiency with two skills of your choice

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.

Bloodlust

While you can control your bloodlust most days, the urge to feed is always present. As a daywalker, you must feed this thirst every 3 days or your body begins to weaken. Every day you go without feeding after the third day, starvation causes you gain one (1) level of Exhaustion that cannot be removed by any means except for the consumption of blood. Each successful use of your bite attack against a willing, incapacitated or restrained humanoid will remove one (1) level of Exhaustion. Alternatively, each Potion of Blood Healing 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 frenzied. During this time, the DM has control over what your character does; however, upon your first successful bite attack, you regain control of your faculties.

Languages

You can speak, read, and write Common and two other languages of your choice.

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