You are an elf whose soul was torn open during a ritual, infusing your living body with vampiric essence. You are not fully undead — your heart still beats, you can walk in sunlight, and you can survive on normal food — but the hunger and power of a Dhampir run through your veins.
• Vampiric Bite
You gain a natural bite attack.
It deals 1d4 piercing damage + your Constitution modifier.
Once per turn when you deal damage with this bite, you can regain hit points equal to the damage dealt.
(Because you are not fully undead, this healing can only occur once per short or long rest.)
• Necrotic Resilience
Your altered blood protects you.
You have resistance to necrotic damage.
• Dhampir Darkvision
Your darkvision becomes 60 feet (or increases by 30 feet if you already have it).
• Predator’s Instincts
You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
• Day‑Walker
Your vampirism is incomplete.
You do not suffer any penalties in sunlight and can eat normal food and drink.
• Living Dhampir Nature
You count as both humanoid and undead for effects that target either type, but you do not gain undead immunities or vulnerabilities.
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