Homebrew Damphir 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 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 a rare occasion, 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 required blood for sustenance and had a vulnerability to silver.
Considered an abomination, these children are usually hunted and dispatched by their vampire brethren.
Dead but Living
Like Vampires Damphir are pale, humanoid beings who are neither dead nor alive. They are undead, feeding from the life force of living things. They however have a different strange aura about them and long, sharp fangs that can be retracted at will. They are known for their strength, speed, and charm, which can be a very deadly combination. Apart from their gained pale appearance, they look very similar to whatever they looked like in life.
Physical Description
Damphir appear almost identical to a 50/50 split of their parents race(s) but with subtle details revealing their true nature: their skin tone is slightly paler, and they have elongated fingers and upper canine teeth.
Names
Damphir names can vary and are usually based on their origin race.
Damphir Traits
The curse of the vampire brings forth terrible blood-lust, cunning, agility, and keen senses making for a mighty combination in this race. Sadly your parents didn't think about this or just didn't care.Questionable Heritage
Your appearance is almost identical to your non-vampire parent's origin race but with subtle details revealing your true nature: your skin tone is slightly paler, and you have elongated fingers and upper canine teeth.
- Your age, height, weight, and general appearance are determined by your origin race.
- You gain no racial traits, additional benefits, or proficiencies from your origin race.
- Origin Races available: Dwarf, Elf, Gnome, Goliath, Half-Elf, Halfling, Firbolg, Goblin, Hobgoblin, Triton, Gith, and Human.
Size
Vampires share the same size as the origin race they were before.
Speed
Your base walking speed is 40 feet. Your enhanced leg muscles lets you leap and your claws lets you grab almost any surface, giving you a climbing speed of 20.
Alignment
A Vampire's 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.
Age
As a vampire you do not age and can only die by direct (and lethal) damage to the brain, removal of heart.
Wounds will heal themselves over time, but burns cannot be healed.
Languages
You can speak, read, and write Common, the language of your origin race, and one extra language of your choice.
Skills
You have proficiency in Persuasion and Deception.
Ability Score Improvement
Your Intelligence score increases by +2, your Dexterity score increases by +1
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.
Vampiric Fortitude
You are immune to disease. You have advantage on saving throws against necrosis, and you have resistance against necrotic damage.You also are resistant to non-magical/non-silvered bludgeoning, piercing, and slashing damage.
Bring on the Sun
Unlike your Vampiric parent the sun has little to no effect on you. Direct sunlight has no effect on you or any roll you might make.
Silver Weakness
You are vulnerable to silvered weapons.
Compulsion
You can cast the Suggestion spell once with this trait, without expending a spell slot and requiring no material components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
At Higher Levels: When you reach 8th level, you can use this trait two (2) times per long rest. At level 16, you can use this trait three (3) times per long rest.
Restrained Bloodlust
While you can control your bloodlust most days even better than your vampiric parent, however the urge to feed is always present. As a vampire, you must feed this thirst every 14 days or your body begins to weaken. Every day you go without feeding after the seventh 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.
Claws
Your claws are a natural weapons which you can use to make unarmed strikes. Using your claws count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier.
Fangs
Your fangs are a natural weapons which you can use to make unarmed strikes. Using your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d6+ your Dexterity modifier on a hit you can choose to make a grapple check, your Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a successful grapple, you subject the target to the Grappled condition. You regain hit points equal to half the amount of damage dealt. The damage increases to 1d6 at 6th level, 2d6 at 11th level, and 3d6 at 16th level.
At the end of your turn, the grapple ends and you have disadvantage on all attacks until after your next turn, as a wave of intoxication sweeps over you.
This also satisfies your Bloodlust needs.
Muddled Vampiric Blood
Starting at 3rd level, you can create a special Potion of Blood Healing. A vial of the potion can be created with a DC13 Intelligence (Alchemy) check. If the check succeeds, a single Potion of Blood Healing is created; this vial will last indefinitely without drying or spoiling. If the check fails, no item is created, and the materials are gone. Each vial requires a pint of fresh humanoid blood (either drawn from a living victim or from a corpse slain no more than 30 minutes prior), a drop of vampire's blood, a dose of anticoagulant worth 25 GP, and 4 hours of concentration. This potion heals 1d4 +3 and removes a level of exhaustion.
Proficiency in Alchemist’s Supplies.
Malicious Transformation
Beginning at 5th level, As a bonus action, after losing 1/4 of your maximum health, you can choose to fully transform into the most primal version of yourself for up to 1 hour.
Looking a bit stronger now, you gain temporary hit points equal to 10+your Dexterity modifier. At higher levels: this increases by 5 every 2 levels (7,9,11,13,etc.)
Your eyes become completely red and begin overflowing with blood, you gain truesight for 60 ft for the duration of your transformation.
You sprout bat-like wings, giving you a flying speed of 60 ft for the duration of your transformation.
You become a blur, you can cast the spell blur without taking a spell slot while in this form.
You have tremendous reflexes, you gain advantage on all melee attacks.
However, these transformations are extremely taxing on the body and cannot be used again until you finish a long rest.
Malicious Transformation Mastery
At 18th level, you have mastered your inner predator. You can use your Malicious Transformation feature an unlimited number of times, and your primal form lasts until you revert to your normal form, fall unconscious, or die.
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