Homebrew Dhampir Species Details

 

Walking in two worlds but truly belonging to neither, dhampir combine what some say are the best qualities of their vampire and human parents. Some dhampir live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them.

Natural Monster Hunters

Dhampir have no lands of their own, though they are welcome in human cities and not really welcome with vampires. Because they can't create other members of their species, they either live alone, or enjoy the companionship of other races.

Physical Description

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.

Society

Dhampirs normally live a solitary lifestyle, feared, shunned, and even hunted by other races. Because of this, a great number of dhampirs reject their vampiric heritage. Few, if any, can even stand the presence of a vampire. They are famed for their ability to not only hunt vampires, but also other mythical beings. Most are driven and stubborn, yet strangely charismatic. But yet again there is a group who are willing to help and protect their undead relatives and be their guard. This is presumably because of their ability to move in the sun which makes them excellent followers for vampires.

Dhampir Names

Dhampirs tend to use human naming conventions.

Dhampir Traits

The Dhampir has some unique vampire abilities, while maintaining a human essence.

Vampire's Bite

You have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.

Vampiric Gaze

You can cast the charm person spell once using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You regain the ability to cast this spell when you finish a short or long rest

Ability Score Increase

Your Charisma score increases by 2.

Age

Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.

Alignment

As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments.

Size

Dhampir are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your elf blood, 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.

Vampiric Ancestry

A mortal's transformation into a vampire offers a host of physical enhancements, like strength, speed, and agility, and you have inherited some of this enhancement from your undead parent. Your choice of score from either Strength, Dexterity, or Constitution increase by 1.

Languages

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

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