Homebrew Dhampir (Half Breed) Species Details

ou were born human, the child of parents who belonged to an ancient and secretive cult hidden beneath Kragmoth. You grew up surrounded by strange rites, whispered prayers, blood ceremonies, and symbols you were taught never to question. From childhood, you understood that the cult served powers far older than the kingdoms above but much of its true purpose was kept from you.
Eventually, you committed an act the cult deemed worthy of punishment.
Your sentence was not death.
It was transformation.
Through a forbidden blood ritual, the cult attempted to turn you into a true vampire. But before the ceremony could be completed, something went wrong. The ritual ended prematurely, leaving you trapped somewhere between the living and the undead.
You became a Dhampir an unfinished vampire.
During the day, you appear almost entirely human. Your heart beats, you breathe, and the darker gifts inside you remain dormant. But when the sun disappears, something changes. The hunger awakens.
Blood gives you power.
Drinking it can awaken different vampiric abilities, though you don't yet understand why certain blood affects you differently than others. You have only begun discovering what your incomplete transformation allows you to do and what it may eventually turn you into.
Before you escaped the cult, your parents left you with a strange ceremonial dagger known as the Vein-Key. They never fully explained its purpose. Its dark blade bears the markings of the cult, and the red stone set into its hilt seems strangely responsive to blood.
You don't know why your transformation failed.
You don't know exactly what the Vein-Key was meant to do.
You don't know whether the cult considers you an escaped prisoner, a failed experiment, or something else entirely.
And somewhere beneath Kragmoth, the people responsible for your transformation are still waiting.
Whatever ritual created you may have ended that night.
But you have the unsettling feeling that it was never truly finished.

Dhampir Traits

You have the following traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you gain this lineage.

Speed

Your walking speed is 35 feet.

Darkvision

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 discern colors in that darkness as shades of gray.

Deathless Nature

You don’t need to breathe as long as the sun is not affecting you.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Only after sundown regardless if sunlight is not touching you

Vampiric 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. You also unlock certain vampiric abilities

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.

Old God's Calling

Invocation of the First Ones — d8
These are not normal spells. A cultist is briefly calling upon something ancient enough to bend reality.
General rule: A cultist can normally invoke the First Ones once every 7 days. Invoking takes one full round: the ritual begins on the cultist's turn and resolves at the beginning of their next turn.

d8
Invocation
Effect
1
The Hand Beneath
The ground within a 15-ft radius at a point within 60 ft becomes black liquid. A gigantic pale hand emerges. Creatures inside make a DC 15 STR save. Failure: 4d8 bludgeoning, Restrained, and partially dragged underground. Success: half damage and not Restrained. The hand releases its victims at the end of the cultist's next turn.
2
Eyes Beyond the Stars
Enormous eyes open in the sky. Enemies within 60 ft who can see them make a DC 15 WIS save. Failure: 3d8 psychic, Frightened for 1 minute, and cannot take reactions. Repeat the save at the end of each turn. Success: half damage and no Frightened condition.
3
The Crawling Dark
The cultist's shadow explodes outward into grasping tendrils covering a 30-ft radius for 1 minute. Enemies entering or starting their turn there make a DC 15 STR save. Failure: 2d8 necrotic and Restrained until their next turn. The cultist moves through the darkness normally.
4
Speak the Forgotten Name
The cultist whispers one syllable of an Old God's true name. Enemies within 30 ft make a DC 15 CON save. Failure: 5d8 thunder/psychic damage and knocked Prone. Success: half damage. Glass shatters, flames extinguish, and whispers remain afterward.
5
The Door That Should Not Open
A vertical black doorway appears within 30 ft. Something enormous moves behind it. A tentacle attacks a creature within 60 ft: +7 to hit, 5d10 bludgeoning, and throws the victim 20 ft. The doorway immediately slams shut. Never reveal the entire creature.
6
Borrowed Moment
Everything suddenly stops. Sound disappears. Dust freezes in the air. Everyone except the cultist is briefly frozen in time. The cultist immediately receives one additional turn, including movement, action and bonus action. They cannot perform another Invocation during it.
7
Flesh Is Temporary
The cultist's body violently transforms for 3 rounds—elongated limbs, additional joints, black veins and too many eyes. They gain +2 AC, 20 temporary HP, 10-ft melee reach, and their melee attacks deal +2d6 necrotic damage. When the transformation ends, they suffer 2 levels of Exhaustion.
8
It Notices You
THE DM WILL TELL YOU WHAT HAPPENS

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