Homebrew Dhampyr Species Details

Your mother was human but your father was a vampire and you have betrayed his ancient blood. You side with humans against us. Our people are facing extinction and you are contributing to their demise. You stake and kill your own ancestors. You should be ashamed. Humans are nothing more than livestock, we prey on them as they prey on beasts, this is the rule of nature.

Dhampyrs, also known as daywalkers and sometimes dhampirs, are living creatures who have inherited some of the tainted blood of vampires. Some were the descendants of male vampires and mortal females, but many others had dhampyrs for parents and some resulted from a vampire of either sex biting a pregnant female. The powers of a child who was born as a dhampyr might lie dormant for years before being quickened. In the rarest of cases, a dhampyr might be created as the result of a curse or necromantic experiment.

Unholy Inheritance

The time it takes for vampiric abilities to awaken in dhampyrs varies from one person to another. In some cases, the marks of a dhampyr's heritage skips a generation, awakening in later descendants. In other cases, dhampyrs awaken their vampiric heritage early in their life.

Because of their unusual circumstance of being not only half-breeds, but the spawn of the undead, dhampyrs often feel out of place no matter where they are. Grim and somber, dhampyrs often are guarded and obsessive, though they also exhibit a great deal of patience and a penchant for black humor as well. The degree of outcast feeling, however, varies from individual to individual and depends, to a certain degree, on the environment in which a dhampyr is raised. Dhampyrs raised unaware of their vampiric blood might more or less pass as normal, while those who are aware of their heritage have a greater tendency to develop a fascination with death and macabre practices.

Dark Champions

Dhampyrs are unharmed by sunlight or radiant energy the way true vampires are. However, dhampyrs feel the characteristic bloodlust of a vampire as well as the ability to feed off of blood for sustenance or healing, though their thirst is much milder than that of true vampires and many dhampyrs try to resist their dark craving. Possessing some of the strengths of vampires and none of their traditional weaknesses, dhampyrs are simultaneously valued and discriminated against by both sides of their heritage.

Some dhampyrs view their heritage as a curse, others as a blessing. The former often turned to hunting down vampires and other undead, turning vampires' own abilities against them. Those who feel their heritage makes them special, however, are more likely to use their supernatural abilities as a tool to make them deadlier warriors.

Conflicted Souls

Dhampyrs might be born into mortal society or they might be raised by vampires and treated as special but lesser members of a vampire clan. In the former case, how dhampyrs are treated depends largely on whether or not the dhampyr's neighbors know of their true nature. In cases where a dhampyr's heritage is a secret known to only a few, many can safely pass as normal without incident. When a dhampyr's true nature is known, however, they are frequently mistreated, though in some cases their vampiric ancestry is treated as a boon rather than a curse.

Dhampyrs raised among vampires are another matter. Most vampires see their progeny as special creatures, above the average mortal though of less value than a true vampire. As a result, dhampyrs are the favored thralls of true vampires, who utilized them as soldiers and assassins, giving them tasks that are beneath a true vampire but allow opportunity for prestige nonetheless. In some cases, dhampyrs are even allowed to use the names of vampire clans as their surname, a high honor in vampiric society.

Dhampyr Names

Most dhampyrs are born from human parents, and they use the same naming conventions as their native culture. Dhampyrs raised in vampire clans are sometimes afforded the privilege of taking a name honoring an ancient or legendary vampire as their own.

Male Clan Names: Aponan, Ctenmiir, Drakuul, Emerus, Gulthias, Kas, Israfel, Lasudael, Marius, Orbak, Radu, Strahd, Viktor, Zandriel

Female Clan Names: Akasha, Bathori, Carmilla, Celene, Eshar, Kalaes, Lucia, Mariam, Nemeh, Ophelia, Ruthven, Sibella, Tanith, Vestra, Zaleska

 

Dhampyr Traits

Your dhampyr character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age

Dhampyr mature at the same rate as humans until their vampiric blood quickens--usually in adulthood. Potentially immortal depending on the strength of their vampiric bloodline, the maximum lifespan of dhampyr remains a mystery. You are immune to magical aging effects.

Alignment

The corrupting thirst for blood gradually drives many dhampyr toward evil. For others, the constant struggle to overcome their dark heritage forges them into stalwart champions of good.

Size

Aasimar have the same range of height and weight as humans.

Speed

Your base walking speed is 30 feet.

Darkvision

As a creature of the night, your vision can easily cut through darkness. 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.

Vampiric Resistance

You have resistance to necrotic damage. Additionally, you are immune to the charm ability of vampires.

Bloodlust

As a bonus action, you can bite a grappled, restrained, incapacitated or willing creature with an unarmed strike dealing piercing damage equal to 1d4 + your Strength modifier on a hit. If you deal damage with this attack against a humanoid target, you gain 1 blood point which can be spent as an action to activate your vampiric powers below. Additionally, each time you complete a rest, you must spend 1 blood point or gain a level of exhaustion. You can have a maximum number of blood points equal to your Constitution modifier (minimum 1).

Vampiric Powers

Your unholy heritage grants you access to some of the powers that vampires possess. Using an action, you can spend blood points to activate one of the powers below while not in direct sunlight. Although sunlight has no affect on them once activated.

1. Blood is the Life - Spend 1 blood point to reduce exhaustion by one level.

2. Regeneration - Spend 1 blood point to immediately spend a Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total.

3. Charm - When you reach 3rd level, spend 2 blood points to cast the charm person spell as a 1st level spell. Charisma is your spell casting ability for this spell. Charmed creatures are considered "willing" for the use of the bloodlust attack.

4. Spider Climb - When you reach 3rd level, spend 2 blood points to cast the spider climb spell, without material components, which lasts for 1 minute.

5. Mist Form - When you reach 5th level, spend 3 blood points to cast the gaseous form spell on yourself, without material components, which lasts for 1 minute.

6. Children of the Night - When you reach 5th level, spend 3 blood points to summon a swarm of bats or rats. While outdoors, you can summon a wolf instead. Summoned creatures arrive in 1d4 rounds, act as allies and obey verbal commands for 1 hour or until dismissed.

Carnal Senses

You have proficiency in the Perception skill.

Languages

You can speak, read, and write Common and one other language of your choice.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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