Homebrew Dayborn Dhampir Species Details

 

Physical Description


 

Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.

 

Society


 

Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.

 

Relations


 

As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

 

Alignment and Religion


 

Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.

 

Adventurers


 

The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues.

Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become inquisitors.

 

Names


 

Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

 

Dayborn Dhampir Traits

..

The offspring of a vampire and a human.

Ability Score Increase

Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Type

Dhampirs are humanoids with the dhampir subtype.

Size

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

Base Speed

Dhampirs have a base speed of 35 feet.

Languages

You can speak, read, and write Common and one other language of your choice.

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.

Undead Resistance

Thanks to their heritage, Dhampir have a notable resistance to the diseases that affect most humanoids, allowing them to shake off what might kill others.  Dhampirs gain advantage on Constitution saving throws against disease.

Vampiric Charm

Due to the manipulative nature and abilities of most Dhampir, you have advantage on saving throws against being charmed. You also Gain advantage On Charming

Manipulative

Dhampir gain proficiencies to Persuasion and Deception checks

 Deathless Nature

 You don't need to breath

  Spider climb

 You have a climbing speed equal to your walking speed.

Dayborn

A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait.

 Creature of the dead

 being an undead creature you have a natural immuneity to necrotic damage. but take triple damage to radiation

 Vampiric Bite

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

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.

Undead Blood

Due to your undead heritage, healing magic and potions have a negative effect. When using a healing potion or you are the target of a healing spell, you take half the overall healing as damage instead. While this is a draw back for those wishign to persue more adventurous endevours, there are ways for the discerning Dhampir to manage their affliction.

Potions

Tonic of Undeath - Once consumed, this potion reverses the negative effects inherent in your blood for 6 hours. It can be crafted with an alchemy kit, and takes 3 hours to craft provided you have the ingredients. 

Ingredients:

  • Delrean - The delrean is a very rare plant that grows in extreme cold climates. Its roots, boiled and properly prepared, give a kind of oil that helps to heal the type of radiation damage.
  • Hemlock - The plant has a smooth green hollow stem, usually spotted or streaked with red or purple on the lower half of the stem. It disrupts the central nervous system and even small doses can result in respiratory collapse and death.
  • Henbane - Henbane has large, thick, soft woolly leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale yellow flowers at the top of the stalk.
  • Lavender Sprig - These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten.

Potion of Vampiric Blood - Often used a last resort, this potion awakens the vampiric aspects in your blood. For the duration of the potion (1min), you have access to Vampiric Rage and are healed for 1HP (bringing you back to consciousness if you are downed). 1 dose fills a small vial which can be hung around the neck for emergencies, takes a long rest to prepare (alchemy kit, provided you have the ingredients), and appears like a viscous deep red liquid. This concoction is toxic to those without vampiric blood.

Ingredients:

  • Bloodroot - An often illegal plant root that grows in jungles. It heightened the taste of blood and was therefore highly addictive to vampires, but not particularly to anyone else. 
  • Blood - 1oz of blood from a living humanoid creature.
 

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