Homebrew Dhampir Elf (Half-Vampire, Half-Elf) Species Details

 

Dhampir Elf (Half-Vampire, Half-Elf)

“Neither dusk nor dawn, but the shadow in between.”

Born of an unnatural union between a noble elf and a vampire, Dhampir Elves embody contradiction. They inherit the ethereal beauty and longevity of elvenkind and the predatory grace and supernatural resilience of vampires. Neither fully welcome in elven courts nor among the children of the night, they often walk the world alone or under assumed names, working from the shadows.

To look upon a Dhampir Elf is to see someone slightly off, too symmetrical, too still, eyes too bright or dark or both. Their movements are calculated and unnervingly quiet, their voices calm and low, their presence magnetic but uneasy. Most shun sunlight, not out of harm but discomfort, preferring the cool serenity of moonlit hours.

 

 

Elf Traits

Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 45 feet

  

Darkvision.

You can see in dim light within 60 ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness—only shades of gray. 

 

Elven Lineage.

You gain proficiency in Perception and Stealth, or Insight. If you’re already proficient in Perception, choose Stealth or Insight instead.

 

Fey Ancestry.

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

 

Keen Senses.

You have proficiency in Perception, reflecting your elven and vampire-enhanced senses. 

 

Trance.

Elven heritage grants you the ability to enter a meditative state. You don’t need to sleep, and magic can’t put you to sleep. You meditate deeply for 4 hours a day and gain the same benefit as a full 8 hours of sleep for a human

 

 

Unarmed Bite.

You can use your fanged mouth to make unarmed strikes. On hit, it deals 1d4 + Charisma modifier necrotic damage (counted as magical). 

You may choose to spend one use per short rest to regain HP equal to damage dealt (Draining Bite).

 

Necrotic Resistance.

You have resistance to necrotic damage. 

 

Blood Sense.

You can sense the presence of blood within 30 feet of you. You know the general direction but not the exact location or identity unless you can see the source.

 

Vampiric Resilience.

You have resistance to necrotic damage. You also have advantage on saving throws against disease.

 

Unnatural Grace.

You are proficient in Acrobatics and Stealth.

 

Legacy of the Dusk.

You know the Thaumaturgy cantrip. At 3rd level, you can cast Disguise Self once per long rest. At 5th level, you can cast Misty Step once per long rest. Charisma is your spellcasting ability for these spells.

 

Sunlight Sensitivity.

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target, or something you’re perceiving is exposed to bright sunlight.

 

Dhampir Elves are born from the rare and often politically charged unions between elves and vampires. Their dual heritage grants them a unique mix of ethereal grace and predatory instinct. Torn between worlds, they inherit their elven parent’s agility and mental fortitude, alongside the vampiric resilience and unsettling magnetism of the undead.

Darkvision

You have Darkvision with a range of 60 feet.

Elven Lineage

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Elven Lineages
Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Unharmed Bite

Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength or Dexterity modifier in piercing damage instead of the bludgeoning damage normal for an unarmed strike.

 

Necrotic Resistance

Your undead heritage grants you resilience. You have resistance to necrotic damage.

 

Blood Sense

You have an innate ability to sense nearby living creatures by the flow of their blood. As a bonus action, you can detect the presence of any creature within 30 feet that isn’t a construct or undead. You can use this ability a number of times equal to your proficiency bonus per long rest.

 

Vampiric Resilience

When you take damage that reduces you to half your hit points or less, you can use your reaction to regain hit points equal to your proficiency bonus. You can use this trait once per long rest.

 

Unnatural Grace

You can add half your proficiency bonus (rounded down) to Dexterity (Stealth) checks, even if you are not proficient.

 

Legacy of the Dusk

You know the Thaumaturgy cantrip. At 3rd level, you can cast Disguise Self once per long rest. At 5th level, you can cast Shadow Blade once per long rest. Charisma is your spellcasting ability for these spells.

 

Sunlight Sensitivity

You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

 

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