Homebrew Dhampir Species Details
When the hegemony of Humans ended, some took drastic measures to retain a vestige of their power. Dhampirs walk the line between life and undeath, their cursed blood granting near-immortality, but alienating them from the world they once ruled.
Dhampirs are a proud, cursed people of a lost age. They live in dark citadels closed to mortals, from which they launch raids into peaceful lands in search of blood and power.
Dhampir Traits
Your dhampir character has a variety of natural abilities, the result of the dark pact your people made during humanity's decline.Ability Score Increase
You Strength, Dexterity and Constitution scores increase by 1.
Age
Dhampirs reach maturity at the same age as humans, and then stop physically aging. They do not die of old age, although they may succumb to illness or misfortune.
Alignment
Given their vampiric predilections, dhampirs are more often evil than not.
Size
Dhampirs vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Accustomed to life in the twilight, 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 color in darkness, only shades of gray.
Skills
You gain proficiency in Athletics, Acrobatics, and Insight.
Cursed Blood
You walk the line between life and undeath. You are vulnerable to radiant damage and resistant to necrotic damage. All healing received from a divine source is halved.
Void Trance
Dhampirs don’t need to sleep. Instead, they lie in deathly repose, remaining semiconscious and perfectly still, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Vampiric Bite
Your fanged grin is a natural weapon. If you hit with it, you deal necrotic damage equal to 1d4 plus your Strength modifier (plus an additional 1d4 at level 5, 11, and 17). You then heal for half the damage dealt. If the healing exceeds your maximum hit points, you gain temporary hit points equal to half the remaining healing rounded down. These temporary hit points are lost on long rest.
Languages
You can speak, read, and write Common and Dhampiric. Dhampiric is a creole of Hume (Old Human) and Infernal, and offers a 2 in 6 chance of understanding short written inscriptions in either.
Comments