Transformed into a dhampir has given you many pros and cons and abilities, You do not classify as undead, but right at the edge between undead and living, You must choose a dhampir hunger from the dhampir hunger table for what your character chooses to feed on and feels tempted to feed on.
Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
Dhampir Hungers
| 1 | Blood |
| 2 | Flesh or raw meat |
| 3 | Cerebral spinal fluid |
| 4 | Psychic energy |
| 5 | Dreams |
| 6 | Life energy |
You must feed every 48 hours or Losing stability of yourself will happen. For every day Past 48 hours of no feeding, more bad effects happen. Alternatively you can choose not to feed on the scale above but must eat large amounts of human food to substantiate that(3 rations per meal rather than 1)
48th hour- True Vampiric nature is revealed, Sunlight now imposes disadvantage on all physical checks, saving throws, and attacks(STG,CON,DEX)
1 day overdue- 1 point of exhaustion, and loss of self control under half hp, attacking the closest target
2 Day overdue - an additional point of exhaustion
3 days overdue - Complete loss of self control, 2 more points of exhaustion until feeding
4 Days overdue- Death
Blood Empowerment(Gain the blue highlighted effects when you do feed on the hunger table)
- Enhanced Durability - Dhampirs can take blows from internal and external attacks for an extended amount of time before surrendering to the pain. (Can Negate one crit against yourself but will become vulnerable to that damage for the duration of the round. Once per per long rest)
-
- Enhanced Strength - Dhampirs are able to defy the weight limits of humans. Dense, lengthy, or overweight items are not as difficult to move as it would be to a human.
- Enhanced Agility - Dhampirs are known to have great agility and reflexes. They can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effect( Can use your reaction to gain 1 bonus action once per long rest)
- Enhanced Speed - Additional 5 feet movement speed
*Vampiric Gaze. You can cast the charm person spell using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You can use this trait a number of times equal to your proficiency bonus, you regain 1 charge per long rest
*Vampire's Bite. You have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d12 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You use this ability from this trait once per short rest. (Action) (1 use)
*Physical Enhancement. A mortal's transformation into a vampire offers a host of physical enhancements, like strength, speed, and agility, and you have inherited some of this enhancement from your undead Import. Your choice of score from either Strength, Dexterity, or Constitution increase by 1.
*Age mature as humans do, but have extremely long lifespans due to their undead heritage, living upwards to a thousand years.
*Undead Companion
Your companion or familiar becomes undead.
Prerequisites: animal companion, dark messenger, or familiar
Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score before becoming undead, its Charisma score becomes equal to its former Constitution.
*Deathless Nature. You don't need to breathe
*Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
*You gain proficiency in two skills of your choice.
*Daytime Walking - Due to their human side a Dhampirs can walk in the sunlight However Impose disadvantage on con checks and attacks while in direct sunlight.
Comments