Fighter
Base Class: Fighter

While their vampiric blood grants them physical superiority—enhancing their strength, endurance, and healing—the Daywalker is not a mindless predator. Instead, they are marked by their long existence and the wisdom it brings. A Bloodborne Daywalker, though they struggle with sanguine thirst; they are beings of measured control and restraint, balancing their ancient nature with a deep understanding of the fleeting nature of life.

These warriors can move with a preternatural grace, striking with precision, and enduring blows that would fell lesser men. Their connection to their vampiric origins also allows them to tap into their power at the most opportune moment, recovering from wounds and pushing through fatigue with ease. Yet, despite their inhuman abilities, the Bloodborne Daywalker faces the challenge of never truly belonging fully to either the mortal world or the dark one. They observe, often from a distance, seeing the world through the eyes of one who has lived for far too long

You can make a Bloodborne Daywalker quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier or Noble background.

Class Features

As a Bloodborne Daywalker  you gain the following class features.

Hit Dice: 1d12 per Bloodborne Daywalker  level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Bloodborne Daywalker level after 1st

Armor: None
Weapons: Simple and Martial Weapons
Tools: Cartographer's Tools and Thieves' Tools 
Saving Throws: Strength and Constitution
Skills: Choose 3: Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Perception, Persuasion, Religion, and Stealth

Ability Save DC = 8 + your proficiency bonus + your Constitution modifier

You start with the following equipment, in addition to the equipment granted by your background:

  • 5 vials of human blood
  • a cloak big enough to cover your entire body
  • a dungeoneer’s pack or an explorer’s pack
  • If you are using starting wealth, you have 4d12 x 10 in funds.

 

Level 3: Unholy Transformation

 

At 3rd level, you gain the following features:

Bloodthirsty
You need blood to survive. While the blood of animals can satiate you, humanoid blood works much better. For every day you do not drink blood, you gain a point of exhaustion. Exhaustion gained by not drinking blood can only be removed by drinking blood. All points you have gained from this feature are removed when you drink a sufficient amount of blood.
Disheartening Rejuvenation
Whenever you drink blood it will heal you for 1d12 per unit of the DM's choice. It can even heal the wounds of time. Drinking blood will keep your body in its prime and even reverse the effects of ageing magic.
Vampiric Body
You are proficient in unarmed strikes, they deal 2d4 slashing. (Increasing at higher levels) You have 120ft of dark vision. You count as undead for the purposes of identification, but can still be affected by healing spells.

Unarmored Defense

Your body is far stronger than that of a normal creature's. While not wearing armor, you have an AC of 10 + your Strength modifier + your Constitution modifier.

Level 3: Deadly Hospitality/Blood Whip

Deadly Hospitality

At 3rd level, your vampiric blood allows you to use hospitality to your advantage. When you are on land that you own or when you are invited onto someone's property, you have advantage on initiative, Intelligence (Investigation) checks and on Charisma (Persuasion) checks while you remain on that land

Blood Whip

At 3rd level, you can shape your blood into a whip and have it spring forth from your arm. You can manifest and de-manifest it as a free action. Because of the nature of your blood this weapon functions not only as a normal whip, but also deals an extra 1d6 poison damage.  20 ft range.

 

Level 3: Ability Score Improvement

You can increase an ability score by 1. You can not increase an ability score further than 20 this way.

Level 3: Plague of the Swarm

Plague of the Swarm
Starting at 3rd level, you learn to become one with the smaller creatures of the night. You can use your action to transform into either a Swarm of Rats or a Swarm of Bats. You keep your mental stats while in these forms and it requires concentration. You can do this a number of times equal to your Constitution modifier before needing a short rest.

Level 7: Mist Form

 

At 7th level, you gain the ability to freely move between the shadows. When you are in dim light or darkness, as a bonus action you can move almost instantaneously without provoking opportunity attack up to 60 feet as a cloud of dark mist to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

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Level 7: Glimpse of Humanity

Starting at 7th level, as a reaction you can protect an ally within 20 ft of you about to be hit by an attack. You do so by physically stepping in the way of the attack, taking the damage in their place, and all future attacks targeting them shall instead target you for the duration of the round on taking damage during this feature you can reduce the damage by 1d12 +CON

Level 10: Double Ability Score Improvement

(At 10th Level) You can improve an ability score by 1. You may not improve an ability score by more than 20 this way

Level 10: Mind Dissolution

Beginning at 10th level, you can bend ones mind and will to your own. As an action, you can non-magically influence a creature within 30 ft of you, the creature must make a wisdom saving throw, if they fail, they are considered charmed (creatures immune to being charmed are unaffected). You can make up to 3 statements or requests to the creature.

The creature will follow all requests to the best of it's ability as long as it does not result in harm in the creature, and will fully believe all statements even nonsensical ones as long as it does not do direct harm to the creature. (such as, it will not believe that it enjoys dousing itself in acid or that it can fly by jumping off a cliff if it cannot, but it will believe if told that its mother is its father and its father is a hamster)

Level 15: Hellfire Erupted

At 15th level, you strike the ground and cause it to erupt with the flames of your rage. As an action, every hostile creature that is on the ground, in a 20ft radius of you must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is knocked prone. A creature takes half as much damage and is not knocked prone on a successful save. You can do this a number of times equal to half your Constitution modifier rounded down before needing a long rest. 

Level 15: Vampiric Reflexes

Starting at 15th Level

- You can levitate half your walk speed in any direction around you
- You gain 10 ft of movement speed
- As a reaction, if you roll higher than the attacker, you can redirect their attack into
A. An enemy within 30 ft
B. A wall/object causing bludgeoning and force damage at your DM's discretion.

(Can do a number of times equal to your CON modifier)

Level 18: Undead Regeneration

At 18th Level
You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 17–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

You Can't Kill Me At the start of each of your turns, you regain Hit Points equal to 12 plus your Constitution modifier if you are Bloodied and have at least 5 Hit Point.
At DM discretion, may re-attach loosened/lost limbs if certain rolls are met/criteria (E.I. Certain amount of blood consumed, roll high enough, situationally cool yk?)

Bloodborne Daywalker Image

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