Homebrew Dhampir Species Details
A dhampir is a creature that is the result of a union between a vampire and a human. Dhampirs are very shapely and comely. Their beauty is often compared to that of royalty. Dhampir powers are similar to those of vampires but without the usual weaknesses. They are a great danger to both enemies and friends, It is recommended to take extreme caution when dealing with them.
While they seem more or less human, many dhampirs have pale skin and dark hair. At birth they resemble stillborns, but they do have a very faint heartbeat. Most even possess sharpened teeth or claws, reminders of their undead heritage. They feed the same way as humans do but have problems being out in the sun. Their looks are human too, though they are described as being more graceful in appearance than humans. They are not as powerful as vampires but are instead granted the gift of not needing to feed on others.
Dhampirs appear tall and sturdy while also having graceful features and a slender appearance which belies their unnatural strength.
Dhampir Traits
The offspring of a vampire and a human necrophiliac.Ability Score Increase
Your Strength or Dexterity increase by 1 and your Constitution and Charisma scores each increase by 1.
Darkvision
Thanks to your pseudo-undead nature, 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.
Spider Climb
Your vampiric blood allows you to perform supernatural feats of acrobatics.You have a climbing speed equal to your walking speed.
Undead Resistance
You have resistance to necrotic damage
Regeneration
As a bonus action on your turn, you can regain an amount of hit points equal to your hit dice + constitution modifier. You may use this trait a number of times equal to your proficiency bonus. You regain all uses when you finish a short or long rest. You can't use this feature if you have taken radiant damage in the last round.
Natural Weapons
You have claws and fangs that are natural weapons which you can use for unarmed strikes, they deal 1d4 + your strength modifier piercing damage on a hit.
Languages
You can read, write, and speak Common, Abyssal, and Infernal
Silent Steps
Your elegant posture and light form makes it exceptionally easier to remain silent. You gain proficiency in the Stealth Skill.
Innate Spellcasting
You know the chill touch cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Previous Versions
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