Homebrew Elven Dhampir Species Details

(Elf/Dhampir)

 

Elven Dhampirs or Fangborns are cultivated weapons created to track and counter the abilities of vampires, even moving about freely in the daylight. Created in much the same way as a dhampir is amongst human societies, Elven Dhampirs are often made intentionally. A female elf can give herself as a sacrifice should the need arise for the elves to find and end a vampire. This sacrifice is generally made through being turned while pregnant or through a nightlong dalliance with a vampire considered nonthreatening.

 

 

Elven Dhampirs have been ingrained to the sight, smell, the feel of blood in order to better track vampires. They are also very aware of the presence of vampires, and their natural elf resistances to enchantments and sleep make them apt hunters of the nocturnal princes.

 

 

Elven Dhampir Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase

Your Dexterity score increases by 2 and constitution increases by 1.

Age

Although Fangborns reach physical maturity at about the same age as humans, the Fangborns understanding of adulthood goes beyond physical growth to encompass worldly experience. A Fangborn typically claims adulthood and an adult name around the age of 160 and can live to be 5000 years old.

Size

Fangborn are Medium creatures and have no bonuses or penalties due to their size.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to twilit forests and the night sky, 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. You can’t discern color in darkness, only shades of gray.

Vampiric Senses

You have proficiency in the Perception skill and have an easier time identifying Vampires and tracking their scent.

Fey Ancestry

Fangborn are immune to magic sleep effects and gain a advantage on saving throws made against charm spells and effects.

Trance

You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Languages

Fangborn begin play speaking Common and Elven. Fangborn with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Goblin, Halfling, and Sylvan.

Vampiric Bite

When rolling an attack or damage for your Vampiric Bite, you use your Constitution modifier instead of your Strength modifier. (Attacks made with your Vampiric Bite are made with advantage if you are missing half or more of your hit points.) The attack deals 1d4 piercing damage on a hit and, if you hit a creature that isn't a Construct or Undead, it can empower you in one of two ways: You can regain hit points equal to the piercing damage dealt or you can gain a bonus to your next attack roll or ability check, with the bonus equal to the piercing damage you dealt.

 

You can empower yourself in this manner a number of times equal to your proficiency bonus, with all expended uses replenished after a long rest

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