Homebrew Dhampir Species Details
Succubi in their true forms have an appearance similar to that of humans, but are sometimes horned, clawed, and or tailed. They are typically slender, well toned, and are very rarely overly muscular. Due to their shape changing abilities, they can tweak their appearances or even change them completely to suit their needs.
As part vampire you will have sharp facial features, red eyes that seem to glow in the absence of light and cold bodies that cast no reflection. When forced into a corner, their sharp retractable fangs and claws become a declaration of warning to all creatures as any eloquence in their humanoid guise disappears
Age- Succubi are ageless demons, typically reaching adulthood between the ages of 15 and 19 and will not die of old age.
Alignment- Due to their fiendish natures, succubi often tend toward evil alignments. Neutral or good succubi are extremely rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.
Size- Succubi are shapeshifters; however, in general, they are similar in size to most other humanoid races. Your size is Medium.
Speed- Your base walking speed is 30 feet.
Languages- You can read, speak, and write Common and your choice of Abyssal or Infernal.
Fiend Save DC = 8 + your proficiency bonus + your Charisma modifier
Dhampir Traits
Your mixed blood provides you with useful skills to survive as a fiend among mortalsAbility Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1
Vampire
You have 50% resistance to necrotic damage. Additionally, you have advantage on Constitution saving throws when resisting disease.
Eternal Hunger- You must consume blood from a humanoid creature once every 72 hours until they are drained of blood. You can feed in smaller amounts as to not kill your victim, for example a creature that is willing to help you, but you only get enough blood to satisfy yourself for 24 hours. Animals and non humanoids may also give you blood but will only help you for 24 hours, even if drained until death If you go 72 hours without feeding you gain a level of exhaustion, and for every 24 hours after that point you will gain 1 more level. Using your Vampiric Bite ability in combat can drain enough blood to satisfy you for 24 hours no matter the creature; but you must strike the killing blow with your attack.
Blood Sense- The disease has made you acutely aware of the flow of blood, even within other creatures. You can sense the presence and location of all creatures within 30 ft which have flowing blood.
Radiant Aversion- You have vulnerability to radiant damage, and take damage from healing spells with a radiant source equal to the hit points they would normally restore.
Vampiric Bite- Once you reach 5th level you can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1d4 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
The damage die increases by 1d4 when you reach the 12th level (2d4), and again at 18th level (3d4).
Claws- Your set of claws is a natural weapon you are proficient with, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier(your choice), instead of the bludgeoning damage normal for an unarmed strike. The damage dice for your claws increases by 1d6 when you reach 8th level (2d6), and again at 15th level (3d6).
At 12th level your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 20th level the damage changes from a d6 to a d10.
Succubus
Seductive Talent- You have proficiency in 2 skills of choice from the following: Deception, Performance, Persuasion, Intimidation, Stealth.
Fiendish Nature- Your creature type is considered to be both Fiend and Humanoid, and you are considered to have the Shapechanger tag.
Darkvision- Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. 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. Thanks to your heritage, your darkvision is unusual: everything you see in darkness is a shade of deep red.
Demonic Wings- As a bonus action, you may have large bat-like wings expand from your back, giving you a flight speed of your walking speed +10. You may hide your wings again as a bonus action.
Additionally, You can use your wings to suddenly thrust yourself forward 10 feet on the battlefield as a bonus action. This movement doesn't provoke opportunity attacks. You regain the ability to use this feature after taking a short or long rest.
Devils Shapechange- You walk amongst everyday folk like you are one of them. You can cast a fiendishly altered version of disguise self without expending a spell slot. Instead of its normal duration, it lasts until you are able to concentrate on it as if it was a spell or until you dismiss the illusion. A creature can recognize your disguise by making a successful Wisdom (Insight) check against your Fiend Save DC.
To use this ability again you must finish a long rest.
Charm- You may cast charm person without material components or spell slots, using your Charisma modifier as the spellcasting modifier. After casting this spell in this way, you must take a long rest before doing so again.
(Charm Person)- You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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