Homebrew Dhampir Species Details
Lithe and Graceful
Dhampirs appear much like humans at first glance. Adults stand between 5 and 6 feet tall but are more slender on average than humans; males weigh around 160 pounds. Female dhampirs are only slightly shorter but are a fair bit leaner, weighing around 120 pounds. Their skin and hair colour runs the vast spectrum of tones available to humans, though they tend to be slightly pale. Their flawless features are tinged with some unnameable exotic quality. Despite the fear and uncertainty that follow them, the half-dead possess a seductive appearance. Listeners find themselves unconsciously giving weight to a dhampirs words and are drawn to his or her presence. Dhampirs glide through life with a seemingly effortless grace that belies their struggle.
Blood Ties
For most dhampirs family is all they have. Immediate kin might be the only source of solace for a dhampir raised by a mortal family. Driven away by the unconscious or superstitious derision of their peers, families containing a dhampir can easily become clannish or reclusive. They learn to keep the world at a distance to protect themselves and their loved ones. Dhampirs who grow up in this situation commonly strike out on their own after reaching maturity, both out of a need to find connection to the greater world and to spare their family the burden of their presence. Conversely some dhampirs are born into bloodlines that deliberately cultivate their tainted nature. A true vampire patron, usually the one who originally began the line, oversees these bloodlines. Such a bloodline holds its lineage in the highest regard. There is no doubt among its members that theirs is a superior stock and upbringing, and that greatness is their due. The majority of outright evil dhampirs arise from cultivated bloodlines. They quickly become true monsters, seeing the fear of the living world as envy of their station.
Cultural Masks
Particularly close-knit or cosmopolitan communities can easily tolerate a dhampir in their midst, but that has more to do with adherence to tradition or relative anonymity than true acceptance. Larger cities include dhampirs sprinkled among the population as the half-dead blend in and find their niche, relying on their innate charm. Dhampir don't relate easily to humans but find a natural kinship with other half-breed races, particularly the fiendish tieflings. They, along with other half-orcs and half-elves, know all too well what it's like to live between two worlds, never truly fitting in to either. Some dhampirs choose to band together for safety, camaraderie and understanding. These groups are nomadic, travelling from town to town and making their living off the land. Such a band adheres to a loose set of guidelines called the Walking Crow edicts. These rules dictate the dhampirs' responsibility to protect one another from outsiders, for each caravan group to self-govern and be self sustaining, and for every Crow to work toward the prosperity of the caravan. These groups rarely find warm welcome with outsiders, and are tolerated because the Crows develop diverse adventuring skills by necessity. Despite their trepidation, villages can resolve threats to their homes by hiring a band of Crows to handle the problem for them.
Candles in the Dark
Dhampirs constantly struggle with their nature. They suffer from a troubled upbringing and intrinsic corruption that gnaws at civilised thoughts and behaviour, The truth of their heritage weighs on them. Many experience disturbing urges to consume blood or to control others. They shun the light and find safety and comfort in darkness. Enticed and repulsed by mortals at the same time, this constant struggle is at the core of a dhampir's existence. Many dhampirs use this struggle as fuel to action. Goo dhampirs are horrified by their own corrupted existence and dedicate themselves to living in opposition to it. They become priests who venerate gods of light, or they vow to destroy all undead who perpetuate their misery. Others are broken by the turmoil. They lash out at the world in a rage of bloodlust and hatred. Many evil dhampirs turn to demons and other gods of darkness and pain, seeking to conquer and subjugate their mortal peers.
Dhampir Names
Most dhampirs bear names appropriate to their mothers' human culture. Some, particularly those belonging to cultivated bloodlines, might have archaic names chosen by, or in honour of, their families vampire patron. Surnames follow a similar pattern. Dhampirs might use the family name of their mortal relatives, or they might adopt the family name of a powerful vampire as a badge of office. Nomadic dhampirs uniformly take the surname "Crow".
Dhampir Traits
Your dhampir character has certain characteristics derived from your undead ancestry.Dark Thirst
Your bite deals 1 point of piercing damage, and if the creature has blood and isn't a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).
Predatory Charm
For 1 hour, you have advantage on CHA checks made against the target. If you or any allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won't necessarily attack outright, but it won't deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to your predatory charm.
Undead Resistance
You have immunity to disease and resistance to necrotic damage.
Darkvision
Thanks to your undead ancestry, you have superior vision in dark and dim conditions. 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't discern colour in darkness, only shades of grey.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Previous Versions
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