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==== Become mist: ====
 
==== Become mist: ====
You can use misty step without any material components or spell slots once per short rest.
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You can use misty step without any material components or spell slots once per short or long rest.
   
 
==== Blood drinker: ====
 
==== Blood drinker: ====

Revision as of 20:28, 20 April 2021


The daywalker


Physical description:

Most daywalkers have dark hair and pale skin, there are exceptions but among all daywalkers the traits they share in common are long nails and sharp canine teeth.

History:

Daywalkers are a mutant variant of vampires. They evolved to surpass the common weaknesses of vampires, i.e. running water and sunlight. But in exchange for this, they have lost many of the features they once had as vampires, most notably natural regeneration and resistance to melee attacks, alongside the ability to convert others into vampires.

Society:

Daywalkers are most commonly found living with humans, that is not to say that they are in cohabitation, no most humans don't even realize Daywalkers even exist as while vampires are commonly known, Daywalkers are more of a myth. If any human did find out they would most likely end up as prey. They must consume human blood to survive, as it is their nourishment.

Daywalkers can reproduce with humans, but they're child will end up as a Daywalker.

Daywalker names:

Daywalkers usually have eccentric, gothic names. Such as, Visimar, Heribrand, or Theodemer.

Daywalker traits:

Ability score increase: Your Charisma score is increased by 1, and you can choose to increase either strength, constitution, or dexterity scores by 2, your choice.

Age: While Daywalkers live for very long, they do not live forever, they do however retain their youthfulness for their millennia of life.

Alignment: Vampires are not inherently evil, but considering the fact that they must consume blood to survive, they naturally lean towards it.

Size: Medium

Speed: 30 ft

Languages: Common, Vampire.

Vampire abilities:

Resistances:

You have Resistance to Necrotic damage as you live much longer then humans and therefore are harder to wither away.

Darkvision:

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.

Non Healing factor:

While you can recover health via short or long rest, you can not recover health via healing spells, they will not harm you but they have no effect.

Shapechanger:

As an action you can transform into a tiny bat. While in bat form, your stats are the same, the only difference being your movement speed decreases to 5 ft, and you gain a flying speed of 30 ft. Anything you are wearing is transformed with you, anything you are carrying won't be. When killed in this form you revert back to your old form.

Become mist:

You can use misty step without any material components or spell slots once per short or long rest.

Blood drinker:

You heal upon drinking blood. You can drink blood either by using your natural weapon fangs, or inflicting bleeding on an enemy, and using your bonus action to drink the blood off of your weapon or claws. If you strike an enemy that is bleeding, the blood they are leaking end up on your weapon, you can drink that as well. You can use this ability 3 times per long rest.

You gain back 2d4 Hit Points at level 1, you gain back 2d6 Hit Points at level 5, you gain back 2d8 Hit Points at level 10, You gain back 2d10 Hit points at level 15, and you gain back 2d12+4 Hit Points at level 20.

Natural weapons:

Fangs:

You bite into an enemy, draining their blood. Has a reach of 5 feet, restores Hit Points via blood drinker, does not inflict bleeding. Does 1d4 piercing damage.

Claws:

You claw at the enemy, has a reach of 5 feet, does 1d6+strength mod damage and inflicts bleeding. (Bleeding does 1d4 damage per turn until you preform a DC 15 medicine check)