Homebrew Dhampir Species Details

An Unnatural Creature

Dhampir are strange creatures who walk on a fine line between the world of the living and undead. These entities are the product of a carnal bond between a vampire and a living mortal. This union of life and death ushers forth a being with a portion of the power of their vampiric parent, like their resistance to dark magic and their natural charm, but with the warmth of their mortal parent which allows them to resist the danger of the sun and walk more easily among mortals. It is said that dhampir are capable of living off of food just like a human, but they may find that the blood of a living creature is a bit more beneficial to their vampiric heritage.

Born Outsiders

Like other mixed races (such as half-elves or half-orcs), dhampir may find it difficult to fit into either of their familial sides. In many vampire clans, dhampir are often seen as mistakes; a sign of a vampire's meddling with mortal races. They often cannot compete with their vampiric brethren and therefore fall behind. However, there are other vampire clans that view dhampir as a beacons of hope that the vampire race can integrate into mortal society.

When it comes to fitting in with their mortal side, dhampir have other unique problems. Their appearance are unmistakably alien with pink-crimson eyes, elongated and pointed ears, and pronounced canines that they cannot retract properly until they begin to mature in their teens. The most common trouble that mortal-raised dhampir face is their unknown nature in the eyes of their parents. So often do male vampires seduce human women, impregnate them, and then move on. These dhampir are left to unsuspecting mothers who often abandon them upon discovering their true nature.

Beyond the matter of their own parentage, the biggest problems faced by dhampir is that they are rare, and that they are entirely infertile as a species. With little way to find others like them, and without the capability of siring children, there is no way for dhampir to forge long-lasting societies of their own.

Dhampir Traits

Dhampir have a number of unique racial traits.

Ability Score Increase

Your Charisma score increases by 2, and your Constitution score increases by 1.

Age

Dhampir reach adulthood around the same time as humans and half-elves; around seventeen to twenty years old. Once they reach adulthood, they stop physically aging. Dhampir cannot die of old age.

Alignment

Due to their conflicting heritages, dhampir tend to be of a chaotic alignment. Though the harsh treatment of the world pushes some to become criminals or tyrants, dhampir are of a naturally more neutral or good disposition.

Size

Dhampir are similar in height to humans and typically stand between 5 and 6 feet tall. Due to their body chemistry and blood diet, they are often slim and rarely weigh more than 140 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Naturally creatures of the dark, dhampir have enhanced vision for seeing in darkness. You can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in total darkness.

Languages

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

Undead Resistance

Dhampir carry some of the naturally high constitution of their vampiric parents. You have resistance to Necrotic Damage, and you are immune to Disease.

Sanguine Regeneration

A dhampir, like their vampiric parent, can regain a portion of their constitution by feeding on the blood of another living creature. When a creature that has blood and is not undead is grappled, charmed, or restrained by you, you can use your Action or Bonus Action to make a bite attack against them. The bite attack damage is 1d6 necrotic plus your strength modifier. You recover hit points equal to the damage dealt.

Your bite damage increases to 2d6 at 5th Level, to 3d6 at 10th Level, to 4d6 at 15th Level, and to 5d6 at 20th Level.

Vampire Magic

Dhampir have a natural affinity for a select few magical incantations. These spells do not require components and can be cast once per long rest each:

  • 1st Level: Thaumaturgy [Cantrip]
  • 3rd Level: Charm Person [1st Level]
  • 6th Level: Invisibility [2nd Level]
  • 9th Level: Blink [3rd Level]

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