Homebrew Dhampir Species Details
Dhampir are a people blessed with unholy and undying powers from their bloodsucking bloodline but cursed with warped emotions, obsessions and tendencies. They can subsist normally off of the meats humanoids eat, but they love the blood of humanoids. Dhampirs are not evil by nature, but their appearance and peculiar actions has lead them to the same social rejection and assumed evil as the Tiefling.
Gaunt and Grim
A Dhampir is a more humanoid reflection of their vampiric ancestors, typically taller and more muscular than a human without being more innately strong than them. They have pale white skin with a slight tint of their non vampiric parent's skin color, crimson red eyes and some natural blush on their cheeks and certain parts of their body. They are taller and more muscular than most humans, but they tend to weigh the same, seeing as they are very skinny on average.
Dhampir are very attractive to most humanoids, in the same way as elves are. But while elves have an otherworldly charm, Dhampir have an aura of intimidating mystique that would allure a humanoid into a vampire's grasp. This charm can be their downfall, as humanoids who are passively allured by a Dhampir might assume they are being lured into a vampire's death trap. This leads to the Dhampir's ostracization in society and facing treatment similar to the tiefling for also being descended of hated beings.
A (near) Eternal Night
Dhampir typically live about 1,000 years, they are one of the longest lived races due to their unholy parent. While the other long lived races, like elves, have a timeless perspective on life and a curiosity around them, Dhampirs are hedonistic, prone to violent outbreaks and gain obsessions with anything they can. They are extremely quick to advance on anything they want if they don't check themselves, meaning that a drunken Dhampir may or may not go for a little bite on their drunk dwarf friend. Because of their innate hedonism, they make acquaintances extremely quickly but don't really like making true friends.
When a Dhampir holds a true belief, they become morbidly obsessed. They will rise in the middle of their sleep to work towards it, they will interrupt their own meals (even if it is the precious humanoid blood) to complete the goal of their obsessions and they will threaten (but not outright attack) their own allies if they are in their way. They are known to be great warriors, spellcasters, or in the case of the most legendary Dhampir, Vampire and Undead Hunters.
Bleak Hunters
A very common Dhampir obsession are the creatures that had birthed them into their lives, and their demise. A Dhampir can either be born of a tragic, horrific union between a human and a vampire or when a Dhampir has a child. The latter tends to live semi-peaceful lives, but the former can sometimes feel great amounts of urges to find their undying parent and possibly kill them. This is why the Dhampir has been known to hunt the undead.
Dhampir Names
Dhampir tend to take the name of the culture they were born in. Some Dhampir choose to rename themselves later on in life, these names are typically related to undeath or are gothic and dreary in nature.
Male Gothic Names: Astaroth, Brander, Corbin, Cynfael, Dorian, Davorin, Griffin, Kalon, Oberon, Rook, Sullen, Ywain, Zacchaeus, Zephyr
Female Gothic Names: Acantha, Alice, Bludwyn, Calliope, Crimson, Delora, Electra, Gwendoline, Ivy, Lilah, Mallory, Ophelia, Pandora, Sabrina
Undying Names: Apparition, Bleach, Blood, Dead, Entrail, Gore, Hellspawn, Hellion, Killed, Living, Phantom, Remain, Sanguine, Spirit, Wraith
Dhampir Traits
Dhampir, due to their undying nature, have the following traitsAbility Score Increase
Your Dexterity increases by 1, your Constitution increases by 1, and your Intelligence or Charisma increases by 1.
Age
Dhampir are slower to grow up, reaching maturity at about 25, but they live to about 1,000 years old while never visibly aging, they look the same at 25 as they do on their deathbed.
Alignment
Dhampir are more often Neutral or Evil in their morality. Good Dhampir do exist, but a lot of Dhampir tend to fall into spirals with their possessions, obsessions and warped ideals and emotions. They tend more towards Neutrality or Chaos when it comes to their outlook on order, seeing as they are berated by the highest of society.
Size
As a Dhampir, you are taller but more slender than humans, with the men typically growing past 6 foot tall and the women typically reaching 5'8 and above, but you are around the same weight as a human. Your size is medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Due to your vampiric bloodline, you are blessed with sight during the dark hours. 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.
Dhampyric Drain
As the descendant of a bloosucking undead, you can drain the life force from a creature you have assailed. When you hit a creature within 5 feet of you with an attack, if that creature isn't a Construct or Undead you may use your bonus action to regain hit points equal to half the damage you just dealt. If the creature was a humanoid, you regain an additional amount of hit points equal to your Constitution modifier. Once you use this bonus action, you cannot use it until you complete a short or long rest.
Charm
You are innately alluring to humanoids thanks to your ancestor's eternal night. As an action, you may attempt to Charm one humanoid who can see and hear you and you can hear and see within 30 feet. That humanoid must make a Wisdom saving throw (DC 8 + your Proficiency bonus + your Constitution modifier) or be charmed by you for 1 hour. The charmed creature treats you as a close friend, taking reasonable requests and completing them in a favorable way. After the charm wares off, the target is frightened of you for 1 minute. If you or your allies do anything harmful to the charmed target, it may repeat its saving throw, ending the effect on itself on a success. You may end the effect as a bonus action, avoiding the frightened condition being afflicted to the target. Once you use this effect, you cannot use it again until you complete a short or long rest.
Languages
You can speak, read and write Common and one other language.
Previous Versions
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