Homebrew 🩸 Reborn Dhampir Species Details
Born from the blood of Strahd von Zarovich and returned from death as something neither fully living nor truly undead, a Reborn Dhampir exists between two worlds.
A mortal heart still beats within you, however faintly. You remain a Humanoid, capable of being healed and restored to life, yet your Reborn body no longer requires many of the necessities of ordinary mortals.
The vampiric blood within you begins largely dormant. As you grow stronger, that blood gradually awakens, granting increasingly powerful supernatural abilities.
Your appearance may include:
-
Pale or unusually cold skin.
-
A faint or extremely slow heartbeat.
-
Pronounced vampiric fangs.
-
Eyes that become more predatory in darkness.
-
An unnatural comfort around shadows and mist.
-
Occasional cravings for blood despite having no need to drink it.
-
Fragmented memories of your previous life.
-
An instinctive connection to Barovia and the blood of Strahd.
You aren't a true Vampire and don't automatically possess a Vampire's traditional weaknesses.
Your journey from Levels 1–20 represents the gradual awakening of the supernatural blood within you. What that blood eventually makes you, however, is determined
🩸 Reborn Dhampir Traits
As a **Reborn Dhampir**, you possess a unique combination of deathless resilience and dormant vampiric power inherited from **Strahd von Zarovich**. Your species traits represent abilities that awaken gradually as you gain levels. At first, your Reborn nature is dominant, granting you resistance to mortal frailties and fragments of knowledge from your previous life. As you become stronger, your Dhampir heritage begins to awaken, granting supernatural abilities connected to blood, darkness, mist, and the powers of Barovia. You remain a **Humanoid** and aren't considered Undead. Your supernatural heritage continues to develop from **Level 1 through Level 20**, with new abilities and improvements becoming available as you reach the required level.👁️ Darkvision
You have Darkvision out to 60 feet.
- You see Dim Light within 60 feet as Bright Light.
- You see Darkness within 60 feet as Dim Light.
- You discern colours in Darkness only as shades of grey.
- This doesn't allow you to see through Magical Darkness.
❤️ Mortal Heart
Although death and vampirism have changed you, you retain a mortal spark.
- Healing affects you normally.
- You can be revived and resurrected normally.
- Turn Undead doesn't affect you.
- Holy Water doesn't automatically damage you.
- Holy symbols don't automatically repel you.
- You don't require an invitation to enter a residence.
- Sunlight doesn't automatically damage you.
- Running water doesn't automatically damage you.
You possess vampiric characteristics but aren't a true Vampire.
☠️ Deathless Nature
Your Reborn body no longer functions like that of an ordinary mortal.
- You have Advantage on Saving Throws against disease.
- You have Advantage on Saving Throws against being Poisoned.
- You have Resistance to Poison Damage.
- You don't need to eat.
- You don't need to drink.
- You don't need to breathe.
- You don't need to sleep.
- Magic can't put you to sleep.
🌙 Deathless Rest
You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state.
During this rest:
- You remain conscious.
- You can see and hear normally.
- You don't need to sleep.
🧠 Knowledge from a Past Life
Fragments of your previous existence occasionally return to you.
When you make an Ability Check using a skill, you can roll 1d6 and add the result to the check after seeing the result of the d20.
- Uses equal your Proficiency Bonus.
- All uses return after a Long Rest.
🩸 Dormant Hunger
You possess vampiric instincts, but blood isn't necessary for your survival.
- You don't need to drink blood.
- Refusing blood doesn't cause Exhaustion.
- Refusing blood doesn't remove your species abilities.
At this stage, your hunger is primarily narrative.
🩸 Empowered Bite
When your bite damages a creature that isn't a Construct or Undead, you can empower the bite.
You can do so a number of times equal to your Proficiency Bonus per Long Rest.
❤️ Regain Vitality
Regain Hit Points equal to the Piercing Damage dealt by the bite.
🌑 Creature of the Night
Your vampiric instincts become strongest in darkness.
- While in Dim Light or Darkness, you have Advantage on Dexterity (Stealth) checks.
- While Hidden in Dim Light or Darkness, creatures relying solely on Darkvision have Disadvantage on Wisdom (Perception) checks made to find you.
This ability doesn't make you Invisible.
🕷️ SPIDER CLIMB
Your vampiric heritage begins changing how you interact with surfaces.
- You gain a Climbing Speed equal to your Walking Speed.
- You can move along vertical surfaces without using your hands.
- Under normal circumstances, you don't need an Ability Check to climb those surfaces.
You cannot yet move upside down across ceilings.
👁️ Predator's Senses
Your senses sharpen.
Your Darkvision increases:
60 feet → 90 feet.
🌫️ Mist Touched
You learn to briefly transform your body into supernatural mist.
As a Bonus Action, teleport up to 30 feet to an unoccupied space you can see.
- You have 3 uses.
- You regain all uses after a Long Rest.
- Mist-Touched isn't a spell.
- It requires no components.
- It doesn't consume a Spell Slot.
- It cannot be Counterspelled.
- Using it doesn't count as casting a spell.
You must be able to see your destination.
🩸 Awakened Hunger
Your Vampiric Bite becomes stronger.
Its damage increases:
1d4 → 1d6 Piercing Damage.
Your Vampiric Bite also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Your Empowered Bite otherwise remains unchanged.
🧛 Vampiric Will
The vampiric blood within you makes your mind difficult for other vampires to dominate.
You have Advantage on Saving Throws against being Charmed by Vampires and Vampire Spawn.
👑 Blood of the Father
If this character is specifically the child of Strahd von Zarovich, Strahd is an exception.
- You don't gain this Advantage against Strahd.
- Strahd must still use his Charm normally.
- You still receive the normal Saving Throw.
- Strahd doesn't automatically control you.
👁️ Eyes Of The Night
Your supernatural vision reaches another stage.
Your Darkvision increases:
90 feet → 120 feet.
You can also:
- See normally through Magical Darkness within 30 feet.
- See normally through nonmagical mist and fog within 30 feet.
You don't dispel the darkness, mist, or fog.
Your allies don't gain this benefit.
☠️ Death's Embrace
Your resistance to deathly energy reaches its peak.
🖤 Necrotic Immunity
You gain Immunity to Necrotic Damage.
This replaces your Necrotic Resistance.
This doesn't make you immune to additional conditions caused by an ability merely because that ability also deals Necrotic Damage.
🕷️ Greater Spider Climb
Your Spider Climb reaches its full potential.
You can now move:
- Up vertical surfaces.
- Down vertical surfaces.
- Across vertical surfaces.
- Upside down across ceilings.
You can do so while leaving your hands free.
Your Climbing Speed remains equal to your Walking Speed.
🩸 Greater Hunger
Your control over your vampiric hunger has improved. You have learned to draw life from your victims more efficiently without allowing the hunger to completely control you.
When you use the ❤️ Regain Vitality option of your Empowered Bite, you gain the following benefit:
- If you roll a 1 on your Vampiric Bite's damage die, you can reroll that die.
- You must use the new roll.
- This only applies when you use Regain Vitality.
- Your Vampiric Bite remains 1d6 Piercing Damage + your Constitution modifier.
- Your normal number of Empowered Bite uses doesn't increase.
- You regain your Empowered Bite uses normally when you finish a Long Rest.
This represents greater control over your vampiric nature rather than a significant increase in raw power.
🌑 Shadowborn
Your connection to darkness has deepened. Shadows seem to gather around you, allowing you to disappear from sight with supernatural speed.
While you are in Dim Light or Darkness, you gain the following benefit:
- You can take the Hide action as a Bonus Action.
- You must still meet the normal requirements for hiding.
- You cannot Hide from a creature that can clearly see you.
- This ability doesn't make you Invisible.
- Creatures with special senses, such as Blindsight or Truesight, can still detect you normally when appropriate.
- If you leave your hiding place or otherwise reveal yourself, you are no longer Hidden as normal.
🌫️ Mist Walker
Your connection to supernatural mist has strengthened. You can travel farther when your body dissolves into mist, allowing you to cross the battlefield with greater ease.
Your 🌫️ Mist-Touched ability gains the following improvement:
- Its teleportation range increases from 30 feet to 40 feet.
- You must teleport to an unoccupied space you can see.
- Using Mist-Touched remains a Bonus Action.
- You still have 3 uses per Long Rest.
- You don't gain additional uses from this feature.
- Mist-Touched remains a supernatural ability, not a spell.
- It requires no Verbal, Somatic, or Material components.
- It doesn't consume a Spell Slot.
- It cannot be Counterspelled.
- Using it doesn't count as casting a spell.
❤️ Refuse Death
The unnatural force sustaining your Reborn body makes you extraordinarily difficult to kill.
When an attack, spell, or other source of damage would reduce you to 0 Hit Points, you can call upon your deathless nature to remain standing.
You gain the following benefit:
- When damage reduces you to 0 Hit Points, you can choose to drop to 1 Hit Point instead.
- You cannot use this ability if the damage would kill you outright.
- Using this ability requires no action or reaction.
- Once you use Refuse Death, you cannot use it again until you finish a Long Rest.
- Refuse Death doesn't prevent any other effects caused by the attack or ability unless those effects specifically require you to be at 0 Hit Points.
Your body may briefly appear completely lifeless when this ability activates. Your heartbeat stops, your skin becomes deathly cold, and then the Reborn spark within you forces your body to continue.
You have escaped death before.
Now, occasionally, even death itself struggles to take you again.
☣️ Deathless Blood
Your Reborn body has become almost completely detached from the weaknesses of mortal flesh.
Poisons that would cripple or kill an ordinary creature can no longer corrupt your body.
You gain the following benefits:
- You are Immune to Poison Damage.
- You are Immune to the Poisoned condition.
- This replaces your Resistance to Poison Damage from Deathless Nature.
- This also replaces your Advantage on Saving Throws against being Poisoned.
- You retain your other Deathless Nature benefits normally.
Your immunity doesn't automatically protect you from:
- Diseases that don't involve poison.
- Acid Damage.
- Necrotic Damage or other damage types.
- Magical effects that don't actually inflict the Poisoned condition or deal Poison Damage.
Your body may still react visibly to poison, but the substance can no longer truly harm you.
What would be lethal venom to a mortal has become little more than another reminder that your body no longer follows the ordinary rules of life and death.
🦇 Vampiric Mind
Your vampiric blood has matured to the point that lesser vampires can no longer easily impose their will upon you.
Your 🧛 Vampiric Will ability improves.
You gain the following benefits:
- You are Immune to being Charmed by Vampires and Vampire Spawn.
- This replaces your previous Advantage on Saving Throws against being Charmed by these creatures.
- You have Advantage on Saving Throws against being Frightened.
- Your immunity only applies when the source of the Charmed condition is a Vampire or Vampire Spawn.
- Other creatures and magical effects can still Charm you normally.
👑 Blood of the Father
If you are the child of Strahd von Zarovich, your connection to him remains different.
- Strahd ignores your immunity to his Charm.
- Strahd must still use his Charm ability normally.
- You still receive the normal Saving Throw against it.
- You don't automatically obey Strahd.
- Strahd doesn't automatically control you simply because you share his blood.
Your father's blood may run through your veins, but your mind increasingly belongs to you.
🩸 Greater Blood Awakening
At 18th level, you can temporarily awaken the deepest power within your Reborn and Dhampir blood.
For a brief period, the supernatural strength normally buried within you rises to the surface.
As a Bonus Action, you can enter your Greater Blood Awakening for 1 minute.
While your Greater Blood Awakening is active, you gain the following benefits:
- Your Walking Speed increases by 10 feet.
- Your Climbing Speed increases by 10 feet.
- Your Vampiric Bite's damage die increases from 1d6 to 1d8.
- You have Advantage on Constitution Saving Throws.
- Your Vampiric Bite continues to use your Constitution modifier for its attack and damage rolls.
- Your existing Empowered Bite abilities continue to function normally.
⏳ Duration
Greater Blood Awakening lasts for 1 minute.
It ends early if:
- You become Incapacitated.
- You choose to end it early. No action is required.
Once you use Greater Blood Awakening, you cannot use it again until you finish a Long Rest.
🩸 Appearance
When your blood awakens, your vampiric heritage becomes much more apparent.
Your eyes may glow crimson, your fangs lengthen, your skin becomes unnaturally pale, and dark veins may briefly appear beneath your skin.
These changes are cosmetic and don't provide additional mechanical benefits.
Greater Blood Awakening represents a temporary release of your full supernatural potential rather than a transformation into a true Vampire.
☠️ Death Cannot Hold You
You have crossed the boundary between life and death before, and your Reborn body has learned how to drag itself back across that boundary.
When you are dying, even a small spark of recovery can be enough to awaken the supernatural force sustaining you.
You gain the following benefit:
- When you succeed on a Death Saving Throw, you can choose to immediately regain 1 Hit Point.
- You then regain consciousness normally.
- Using this ability requires no action or reaction.
- Once you use Death Cannot Hold You, you cannot use it again until you finish a Long Rest.
- You cannot use this ability if you are already dead.
- It doesn't prevent instant death.
- It doesn't activate when you fail a Death Saving Throw.
- You must actually succeed on a Death Saving Throw before you can choose to use this ability.
❤️ Refuse Death
This ability is separate from your Level 15 ❤️ Refuse Death trait.
Refuse Death can prevent you from falling to 0 Hit Points in the first place.
Death Cannot Hold You helps you recover after you have already fallen to 0 Hit Points and begun making Death Saving Throws.
You have escaped death more than once.
By this stage of your existence, death has learned that claiming you is rarely simple.
👑 Perfected Blood
Your Reborn nature and Dhampir blood have finally reached their full potential.
You are still neither a true Vampire nor Undead. Instead, you have become something unique — a being whose mortal spark, deathless body, and vampiric blood exist in balance.
You gain the following benefits.
🩸 Perfected Vampiric Bite
Your Vampiric Bite permanently becomes more powerful.
- Your Vampiric Bite's damage die increases from 1d6 to 1d8.
- It deals 1d8 Piercing Damage + your Constitution modifier.
- You continue using your Constitution modifier for its attack and damage rolls.
- Your bite remains magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
- Your Empowered Bite continues functioning normally.
Because your bite is now permanently 1d8, Greater Blood Awakening no longer needs to increase its damage die.
❤️ Blood-Fed Resilience
Feeding upon the life force of another creature can temporarily strengthen your deathless body.
Once per turn when your Vampiric Bite damages a creature that isn't a Construct or Undead, you can gain Temporary Hit Points equal to your Proficiency Bonus.
- This requires no action.
- You can benefit from it only once per turn.
- Temporary Hit Points don't stack.
- Receiving new Temporary Hit Points replaces your existing Temporary Hit Points if the new amount is higher.
- This doesn't consume a use of Empowered Bite.
🌫️ Master of the Mist
Your control over Mist-Touched reaches its greatest level.
Your teleportation range increases:
40 feet → 60 feet.
The remaining rules don't change:
- Using Mist-Touched requires a Bonus Action.
- You must teleport to an unoccupied space you can see.
- You still have 3 uses per Long Rest.
- Mist-Touched remains a supernatural ability rather than a spell.
- It doesn't require components.
- It doesn't consume a Spell Slot.
- It cannot be Counterspelled.
- Using it doesn't count as casting a spell.
⏳ Ageless
The passage of time can no longer naturally diminish your Reborn body.
- You cease ageing naturally.
- You don't suffer physical deterioration from old age.
- You can still be killed normally.
- This ability doesn't make you immortal.
- Magical effects capable of altering a creature's age can still affect you unless the effect states otherwise.
👑 Your Blood Is Your Own
You have reached the end of your supernatural awakening.
You possess the resilience of the Reborn and the supernatural gifts of the Dhampir, but you haven't become a copy of Strahd.
You don't gain:
- Legendary Actions.
- Legendary Resistance.
- Automatic regeneration.
- Vampire domination.
- Unlimited teleportation.
- Vampire shapechanging.
- Immunity to Radiant Damage.
- Strahd's complete Vampire abilities.
Your blood may have determined where your transformation began.
What you become after this point is yours to decide.
Comments