Homebrew Dhampir Lycanthrope Species Details
Creature Type; Undead and Humanoid
Lifespan & Feeding; Due to being partially vampiric you are immune to non-magical aging and hunger for normal foods, you instead drink blood to stay alive and not starve.
Size: Small-Medium
Speed; 30ft
Languages; You can speak, read, and write Common, and are capable of speaking to any canine beast or canine monster.
You are forced to have all downsides from both curses - Fiendish Hunger, Sunlight Sensitivity, Forbiddance, Harmed by Water, and Silver Hypersensitivity. {see below}
Fiendish Hunger; Gain a counter of blood per Action spent feeding utilizing Vampiric Bite, or Vampiric Touch - You may only have up to 5 counters at one time, remove 1 counter after a long rest or two short rests. Going below 1 counter causes you to be Starved. After 3 days While Starved you turn to dust.
Sunlight Hypersensitivity; A you take 1d10 radiant damage at the start and/or ends its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Forbiddance; Until level 8 you cannot enter a residence without an invitation from the owner or an occupant that stays there. Attempting to do so without one will either cause you to be affected by Wall of Force.
Harmed by Running Water; The you take 1d10 acid damage if it at any point during the duration of its turn it is in running water. Running water is always seen as difficult terrain no matter the pace.
Stake to the Heart. Until level 12, If a piercing weapon made of wood is driven into the your heart while the you are incapacitated, you are paralyzed until the stake is removed.
Silver Hypersensitivity - If the weapon or armor is coated in Silver you have disadvantage on attacks made against the wearer. and attacks deal 1 extra dice (I.e. 1d6 turns to 2d6)
Dhampir Lycanthrope Traits
FiendFiend
Undead - You have Immunity against the poisoned and diseased conditions due to being considered undead. You also have vulnerability to radiant damage.
Shapechanger - Take a turn to shapechange into a vampire. While in the vampiric state If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into any lycanthrope form. You have 2 charges of shapechange, but gain 1 extra charge at (4,8,12,16, and 20). You share these charges with the shapechanger for your lycanthropy curse.
Vampiric
-Only utilizable while in your Vampiric State -
Regeneration - Once per turn you may utilize regeneration at the cost of your Action and a blood counter to heal 1d4 healing. increase this dice by a dice tier at levels (4,8,12,18,and 20)
Vampiric Bite - You are now able to take the Bite action. Deal 1d4+level for damage. If the target bleeds or has non-corrosive or sickly blood take an action to drain their blood. Heal for half of the damage done and the opponent must make a DC 15 Constitution Saving throw or be cursed with Vampirism. This can be removed by Remove Curse or Wish
Vampiric Touch-At level 5 you gain the ability to use Vampiric Touch to feed. Once per Long Rest for free without the use of a spell slot. You can continue to utilize this spell in your spell list at normal cost.
Vampiric Sight - You have Darkvision up to 120ft. 60ft in dim and can see 30ft in normal and magical darkness. However you can only discern outlines similar to the echolocation of a bat.
Werewolf
Shapechanger. You can use an action to polymorph into a Lycanthrope,Wolf-Humanoid hybrid or into aWolf, or back into your Vampiric form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your Vampiric form if you die. You share the charges from vampirism with your lycanthropy shapechange.
Wolf-Humanoid Hybrid Form. Your Size is your humanoid size. You have natural armor equal to 11 + Dexterity Modifier. Your Bite attack is considered a proficient: Melee Weapon Attack, one target, for 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
Wolf Form. You are now Small in size, if you are small you remain small. Your natural armor is equal to your hybrid form and you keep all actions gained from hybrid form. Your walking speed is 40ft. You cannot curse others with lycanthropy.
-Can Only Utilize this while in Lycanthropy state-
Keen Hearing and Smell. While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Darkvision (Wolf or Hybrid form only).. You have Darkvision up to 60ft, you can see in Dim Light as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in that Darkness only as shades of black and gray.
Lycanthropy & Vampiric Mastery
Master of Curses - At Level 12 you are able to utilize both Vampiric and Lycanthrope traits at will, or choose which trait to utilize if they conflict. All sources of curses effects are reduced unless willed otherwise. This includes benefits to curses as well. You can also utilize Remove Curse at 3rd level once per long rest on yourself that isn't targeting your Vampirism and Lycanthropy.
In your blood - At level 12 Vampirism and Lycanthropy can no longer be removed through Remove Curse. Only a Wish Spell can remove one or both curses with increased strain. At which point you may choose a new race or have one chosen for you.
Previous Versions
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4/24/2025 12:37:03 PM
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4/24/2025 1:38:33 PM
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