Homebrew Dhampir, Revised Species Details
Caught somewhere between life and death, but not truly undead either, a Dhampir is normally created through some sort of exposure to vampires, though any manner of necromantic magics or rituals gone awry could result in their creation. Through whatever event resulted in your partial transition, you have been granted a measure of vampiric power that has given you a glimpse into the world of these undead creatures.
This variation strives to adjust the Dhampir to be a little more interesting as a racial option by providing modifications and additional abilities that give them a taste of the power of their vampire natures, but with drawbacks that hopefully keep the race from being too powerful.
Dhampir, Revised Traits
Your unique nature has given you a small measure of vampiric power similar to that possessed by a true vampire, but has allowed you to retain some of your natural abilities as well.Ancestral Lineage
Your ancestral lineage is the race your were before transitioning into a dhampir. Check with your DM to determine what races are available to you (if you are choosing this lineage at character creation). You retain the following features from your chosen race: Ability Score Increases, Age, Alignment, Size, Creature Type, Darkvision/Blindvision (if applicable), any additional movement speeds (climbing, swimming, flying), and known languages.
Your chosen race affects which additional features you may choose from for your Ancestral Legacy feature, listed later.
Speed
Your vampiric nature grants you unnatural speed. You have a walking speed of 35 feet, regardless of your Ancestral Lineage's original walking speed.
Ancestral Legacy
Your chosen Ancestral Lineage allows you to retain a measure of your natural abilities. You may choose one feature listed on your Ancestral Lineage's base race (excluding those already granted by your Ancestral Lineage feature or any subrace options available to that race). You retain that chosen feature (or gain that feature if you are choosing this race at character creation). All other features not granted by your Ancestral Lineage feature are lost. For example, if you chose an Elf as your Ancestral Lineage, you may choose to retain your Trance feature as part of this feature, but loses their Fey Ancestry or Keen Senses features.
If you do not wish to retain any of your chosen Lineage's features, or there are no applicable features to choose from; you may choose to instead gain proficiency in two skills and/or tools of your choice.
Deathless Nature
Your existence between life and death grants you a measure of unnatural power. You no longer need to breathe. Additionally, you have resistance to necrotic damage. If you are subjected to a damage roll that deals radiant damage (such as the cantrip Sacred Flame or a vial of holy water), you take additional damage equal to one roll of that damage die. (If an attack would deal a flat amount of radiant damage to you, you do not take additional damage)
Spider Climb
You have a climbing speed equal to either your walking speed or your chosen Ancestral Lineage's climbing speed (whichever is higher). In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. When you make an unarmed attack, you may choose to use this Bite attack instead (the attack still counts as an unarmed strike). The bite attack uses either your Strength, Dexterity, or Constitution modifier (your choice) and on a hit, deals 1d6 + your chosen modifier as piercing damage.
While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite and the bite deals additional piercing damage equal to your proficiency bonus.
- When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
- You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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