Homebrew 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.
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 Paladins.
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.
Dhampir Traits
Dhampirs share certain racial traits as a result of their vampiric origins.
Ability Score Increase
Your Dexterity score increases by 1, and your Charisma score increases by 2
Age
Dhampirs mature at the same rate that humans do, however, they can live indefinitely as far as anyone knows.
Alignment
Many Dhampir struggle with their inner darkness, either succumbing to evil, or growing to abhor it. As a result of their tumultuous inception, they tend towards a chaotic alignment.
Size
Dhampirs are the same size and build as humans. Your size is medium.
Speed
Your base walking speed is 30 feet. While not capable gravity defying feats that true vampires are known for you are still an adept climber and have a climbing speed of 20 ft.
Superior Darkvision
As a result of your vampiric heritage, you have superior darkvision in dark and dim conditions. You can see in dim light up to 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
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.
Tolerance
You can ignore your sunlight sensitivity trait for 1 minute. You must finish a long rest before you can use this feature again.
Vampiric Resistance
You have resistance to Necrotic damage.
Vampiric Charm
You have proficiency in one of the following skills: Deception, Intimidation, or Persuasion.
Vampiric Legacy
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the charm person spell as a 2nd level spell once per day. Once you reach 5th level, you can also cast the midty step spell once per day. Charisma is your spellcasting ability for these spells.
Languages
You can speak, read, and write Common and one language of your choosing. Dhampir are natural wanderers due to the fear they cause and as such often pick up the language of another race while on the road.
Bloodthirst
While not necessary for the survival of a dhampir some do drink blood. Those who continue the dark practice of their predecessors seem to lose some of their resistance to sunlight.
If you decide to use this trait, it replaces your tolerance trait.
Bloodthirst. 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 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced an amount equal to the necrotic damage taken, and you regain hit points squal to 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
Dhampir Traits
vampire without sunlight deathVampiric Magic
You know the minor illusion cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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