Homebrew Dhampyr Species Details

The nights aren't as cold, but with it the days grow long. Through my robes I feel it nipping at my skin as its light pains my eyes. I can be thankful, in a way, it does not turn me to ash like my father; but the growing time the sun shines is neither pleasant or kind. 

Xhin Malfey

 

Dhampyr's are the unholy union between a mortal and a vampire. These half breeds often take the racial appearance of their mortal parent, though not always, and often gain traits from both; as such discerning a Dhampyr from the natural race is almost impossible. In rare cases does the offspring take the appearance of their vampiric parent; these often only happen when the child is born of a parent smaller than a dwarf. 

Possessing a beating heart and vampiric blood puts forth the ability to gain strength from the consumption of a beings life essence without all the negatives of a full vampire. Still weak to sunlight, the half bloods do not die when exposed to it; and do not suffer from fire or holy powers, but do not gain the resistances against poison and the necrotic. As well, the magical radiance which rejuvenates and heals the flesh or mortals also works on Dhampyr's. 

Dhampyr Traits

Strength of blood and shadows. Fear of light and dawn

Ability score increase

Your Constitution score increases by 2, and you can increase another ability score of your choice by 1

Age

Dhampyr's mature quicker than humans, reaching physical maturity roughly age 15 and can live for as long as they are not killed. 

Alignment

Most Dhampyr's are lawful, living by a set rule of codes imposed upon themselves by willful thought or means to survive. Typically lawful evil, some are capable of maintain a good or neutral standing.

Size

You will always take the racial appearance of your parent unless they are of size below medium.

Unless both parents are a size below medium, you will always be Medium in height and average around 6ft and often appear slimmer than humans. 

Speed

Your base walking speed is 30 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 can't discern color in darkness, only shades of gray.

Strength through blood

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also gain hit points (minimum of 1) equal to damage done up to your maximum. 

When out of combat you can consume blood of any creature and choose to regain hit points (Minimum of 1) equal to 1d8 + your Constitution modifier once per long rest. 

Vampiric sustain

You still need to eat and drink like other living creatures, blood acts as both a food source and water source. 

Dhampyr's do not need to sleep, but when taking a long rest you enter a conscious state of rest and maintain awareness of your surroundings.

When you are reduced to 0 hit points, you can make a constitution saving throw (DC 5 + the damage taken). On a success you instead drop to 1 hit point. You can't use this feature if your reduced to 0 hit points with radiant damage or a critical hit. After the saving throw succeeds, you can't use this feature again until completing a long rest. 

Controlling shadows

As a bonus action you can order the shadows to assault a target of your choice within 30ft. The target must succeed a wisdom saving throw (DC 12 + proficiency bonus). On a success nothing happens. On a failure the target has disadvantage on all rolls against you for the next minute. The target can attempt to remove the shadows by making another wisdom saving throw at the end of their turn. 

You can use this feature a number of times equal to your proficiency bonus. All charges are regained after a long rest. 

Languages

You can read, speak, and write common, the racial language of your mortal parent, and one extra language of your choice. 

Previous Versions

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7/3/2020 3:13:53 AM
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