Homebrew Dhampir Genasi Species Details
What am I?
Born of a vampiric and genasi assertory you struggle with your plight against good and evil. Or do you? Some chose to embrace the desires of their vampiric family line, while others turn to the genasi and try and atone for their ancestors choices. What path will you chose? Due to your genetic make up you are charming, wise, and have strong magic coursing through your vanes. Those who embrace their genasi side often are in touch with nature, and many will follow the path of the druid, or even the cleric. Those who are walking in the dark, often let the power take over them, and will become great sorcerers, or even warlocks who may have mad a pact with their ancestor themselves.
Dhampir
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d6 Hunger 1 Blood 2 Flesh or raw meat 3 Cerebral spinal fluid 4 Psychic energy 5 Dreams 6 Life energy Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
Dhampir Origins
d8 Origin 1 You are the reincarnation of an ancestor who was a vampiric tyrant. 2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. 3 You survived being attacked by a vampire but were forever changed. 4 A parasite lives inside you. You indulge its hunger. 5 Tragedy interrupted your transformation into an immortal. 6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. 7 One of your ancestors was a vampire. 8 A radical experiment changed your body, making you reliant on others for vital fluids.
Ability Score Increases
When determining your ability scores, you increase you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
As a Dhampir/water genasi, you have the following traits.Creature Type (Both)
You are a Humanoid.
Size (Both)
You are Medium or Small. You choose the size when you select this race.
Speed (Dhampir)
Your walking speed is 35 feet, and you have a swimming speed equal to your walking speed.
Dhampir Genasi Traits
As a Dhampir Genasi you have the following TraitsBlood Lust
Blood Lust (Dhampir)
During a battle when the first flesh and blood creature falls unconscious you must make a wisdom saving throw to resist the natural need to feed.
Photophobia (Dhampir)
Because of your vampiric ancestry, you are sensitive to full sun, and have disadvantage on perception and wisdom checks, and saving throws when in full sun.
Vampiric Bite (Dhampir)
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.
Spider Climb (Dhampir)
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Deathless Nature (Dhampir)
You don’t need to breathe.
Acid Resistance (Water Genasi)
You have resistance to acid damage.
Vampiric Charm (Dhampir)
Due to your vampiric heritage you are naturally charming, and have a way of persuading people to see your side, and grant your wishes. Gives you a plus 2 to your charisma modifier.
Acid Resistance (Water Genasi)
You have resistance to acid damage.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
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