Homebrew Dhampir (Homebrew Race Option) Species Details
Dhampir Traits
Your dhampir character has the following racial traits.
Ability Score Increase. Increase one ability score by 2 and another by 1.
Speed. Your base walking speed is 30 feet.
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 discern shades of gray, but not color, in darkness.
Undead Nature.
You don’t need to breathe.
You have resistance to poison and necrotic damage.
You have vulnerability to radiant damage.
Half-Breed Hunger.
As a half-vampire, you struggle to control your bloodlust. You must feed on the blood of a humanoid at least once per week.
If you fail to do so, you begin to starve. For each day in starvation, you gain one level of exhaustion. These levels are only removed once you feed and take a long rest.
While properly fed, you gain access to a resource called Blood Points (BP), used to activate your vampiric abilities.
Your total BP equals:
(2 × Constitution modifier) + Proficiency Bonus + Character Level
You regain all expended Blood Points after completing a long rest, provided you have fed in the last 7 days.
Dhampir Abilities
Spider Climb
Cost: 1 BP
You gain a climbing speed equal to your walking speed and can move across vertical surfaces and ceilings without needing to make an ability check. This effect lasts for 3 turns.
Super Speed
Cost: 2 BP
For 1 minute, your movement speed increases to 40 feet.
Vampiric Bite
Your bite is considered a simple melee weapon with which you are proficient.
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You use your Constitution modifier instead of Strength for attack and damage rolls with this weapon.
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On a hit, it deals 2d6 piercing damage.
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If you are below half your maximum hit points, you have advantage on attack rolls made with this bite.
When you hit a creature that is not a Construct or Undead, you may choose one of the following effects:
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Blood Leech (Cost: 2 BP): You regain hit points equal to the piercing damage dealt.
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Predator’s Focus (Cost: 3 BP): You gain a bonus to your next attack roll or ability check equal to half the piercing damage dealt.
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