Homebrew Dhampir: Siren Species Details
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 Vendire’s deathless prowess in the form of a 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 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 mainly arise as the offspring of a vampire, 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 Traits
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Darkvision
You have Darkvision with a range of 60 feet.
Deathless Nature
You don’t need to breathe.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in one skills of your choice.
Vendiric Bite
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.
Siren's Grace
When submerged in salt water you magically shift form into that of a Siren. Gain a Swim speed equal to your speed. At 3rd Level your Swim Speed increases by 10.
Siren's Song
You sing a magical melody. Every enemy humanoid and giant within 300 feet of you that can hear the song must succeed on a Wisdom saving throw or be charmed until the song ends. You must take a action on your subsequent turn to continue singing for a maximum of 2 additional turns. You can stop singing at any time. The song ends if you are incapacitated.
While charmed by you, a target is incapacitated and ignores other similar songs, (sirens, harpies, etc). If the charmed target is more than 5 feet away from you, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this matriarch's song for the next 24 hours.
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