Homebrew Dhampir Species Details

From the ancestor of the vampire, Dhampirs are a sub-race of the vampire, a more toned-down version fit for society, or more commonly, if a race gains or changes into a vampire.

Dhampir Traits

You gain 5 unique traits

Ability score

+2 to strength or constitution or dexterity, +1 to intelligence, wisdom or charisma

Superior vision

60 feet darkvision and you can use your other senses to see, e.g smelling different enemies bloods up ahead and differentiating them

Ancestral legacy

If you replace your former race with this you keep, any proficiencies of your former race, any flying or swimming speed you had, and any abilities that wouldn't class with your new race

Inherited legacy

 If you are born a dhampir, you can choose one proficiency skill of your choice, have extra abilities with your dhampiric bite (refer below) and you have advantage against turn undead

Deathless nature

You do not need to breathe, you do need to sleep but only to rest your mind, you do need to eat both food and blood

Vampiric walk

You can walk on walls or ceilings if you walk on the ceiling for to long make a con save (DC depends of time there) not to get dizzy.

Vampiric bite

you are proficient in biting, use dex to hit and strength to do damage, damage is 1d10. If your hp is lower than half you have advantage. You also gain they following affects you can choose between per bite (one at a time) 1) you gain hp equal to the damage you do 2) you can for a round gain 10 extra movement speed 3) for inherited legacy, the target must make a con save (8 to prof plus your con) or take 2d6 poison damage 4) for inherited legacy, you can take the damage done and make it temp hp for yourself

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