Homebrew Dhampir Species Details
The offspring of a vampire, the Dhampir is often a pale, but supernaturally charming individual. Whether it be lofty goals of their own vampiric brotherhood or disdain for their undead side - these half-vamps are often found walking a path of solitude, in pursuit of some single goal decided long ago, typically as a result of their predecessors.
This version of the Dhampir is based on a variety of different interpretations other DnDBeyond players have made, as well as some tweaks of our own based on the Pathfinder world, most notably the racial trait Undead Essence. This race has yet to be playtested, so we are unsure if it is too strong or weak at any given level yet. We are also still working on tweaking the ability scores each trait uses, we want to keep it centralized on a few stats. potentially, charisma and constitution.
Dhampir Traits
The Dhampir is a give-and-take race with huge benefits and downsides. It also carries a unique damage/heal reversal in Undead Essence.Physical Characteristics
Age. Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.
Alignment. As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments.
Size. Dhampirs are of similar height and build to humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Ability Score Increase
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 parent. Your choice of score from either Strength, Dexterity, or Constitution increase by 1.
Ability Increase
The ability to charm subordinates is crucial for a vampire. As offspring, you have an inherent understanding of such things. Gain +2 in charisma.
Undead Essence
Your lineage of undeath causes changes in how your body reacts to certain magic. Any attempts to be healed by a healing spell instead give you damage equal to the amount to be healed. Necrotic Damage and Poison damage are also reversed, now both healing you for the amount of damage intended. Note that this trait only affects your health, buffs and debuffs from spells still apply as they would to any other race.
Bite
You have the ability to make a bite attack. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals piercing damage equal to 1d6 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of damage dealt with this attack if the target is living, and either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.
Vampiric Gaze
You can cast the charm person spell once 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 regain the ability to cast this spell when you finish a short or long rest.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
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