Homebrew Dhampir Species Details

"Beautiful isn't it? The way they blend in with society, those around them never knowing what they truly are. Be warned, young griever, for it is near impossoble to tell a Dhampir apart from another mortal; they are not undead like their vampire fathers. Careful observation of them will reveal their true nature but then you must decide if they are truly evil or not, for a battle with such a creature has been the end of many a hunter."

Dhampir are the unholy union of a male vampire and a female mortal, usually an elf or a human. Most of the world are unaware of their existence, let alone the existence of the vampiric fathers, and so are commonly mistaken for exceptionally beautiful humans or half elves.

Born to nobility

All Dhampir are born of unions between aristocratic vampires who have successfully blended into the the upper tiers of society. These vampires marry noblewomen of other houses and results produce the Dhampir, and the vampire usually uses its magic to keep the truth of both the child's and his heritage a secret from the mother. With increased vitality, grace and strength the young child clearly outpaces peers of his own age and excels at most of what they do.

They inherit their seemingly perfect aesthetic beauty and longevity from their father. From their mother they receive their mortal nature. As such, their personality develops in a way that any other mortal would, through the nurturing and direction of their environment. Many Dhampir move on to become lords in their own regard, with their unearthly beauty and long lives being attributed to a resurgence of elven blood that was introduced somewhere along their lineage.

Superior to the masses

Even from a young age, a Dhampirs traits manifest themslves quite distinctly. With their physically superior body and more pleasurable form to look upon, they quickly develop a sense of superiority to others. This usually manifest itself in a haughty disposition, but can sometimes instill in them a sense of responsibility and true nobility, a nobility that drives them to better the lives of those less fortunate. Either way, this is especially true of most Dhampirs that grow up in the estate of their noble parents, often taking on the traits of their parents.

Innate Darkness

Despite their noble birth, half mortal nature and any nurturing they might receive, all Dhampir are scions of darkness and blood. They do not need to feed on blood to sustain themselves like their fathers, but it is almost like a drug for them. They don't have the centuries of control that true vampire have been afforded to control their urges and so younger Dhampir can sometimes fall victim to a more savage nature when they are emotionally conflicted or threatened. Many Dhampir learn to control this urge with guidance from their father, or some manage to come to control it on their own. Dhampir who completely give into the darkness turn into a despotic leaders that take over small villages, assume leadership of large bandit groups or other insignficant domains and rule as a blood-thirsty tyrant.

Dhampir names and customs

As with their half-mortal half-vampire heritage, the Dhampirs name and culture is almost solely derived from the location they are born, and by the race of the mortal mother. Sometimes their names are inspired by meaningful words in other languages, but by and large they assume the names and culture of wherever they are. Curiously, like their vampire father, all Dhampir exhibit very pale skin and gold or red eyes, even if their mother has completely conflicting physical traits.

Dhampir Traits

Your Dhampir character has a variety of natural abilities, the result of mortal and undead natures in an unholy blend.

Ability Score Increase

Your constitution, dexterity and strength score each increases by 1.

Age

Dhampir typically reach maturity a year or two earlier than the average human adult. Due to their overpowering vampiric heritage, they can live up to 500 years, regardless of what their other half is.

Alignment

Dhampir tend towards a more lawful nature, being raised in the houses of the father with very strict rules and codes designed to keep them safe. Most vampires are evil, so many Dhampir can pick up the tendency toward evil as well. Some Dhampir can completely avoid these natures, due to being raised outside of such an environment, or due to their more chaotic mortal nature deciding to strike out on its own.

Size

Dhampir have a wide range of heights and builds, but universally they are a little taller and have more athletic, tougher builds than whatever their mortal half is.

Speed

Your base walking speed is 30 feet.

Darkvision

Born with an innate link to darkness and aversion to sunlight, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Shapeshifter

Dhampir have limited shape changing abilities. You can use your action to magically assume the shape of a wolf or a bat. You can use this feature once. You regain expended uses when you finish a short or long rest.

You can stay in this shape for a number of hours equal to half your character level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

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.

Fangs

Your fanged teeth are 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.

Draining Fang

Your vampiric legacy has given you a limited ability to drain the life force from humanoids. Whenever you hit a humanoid with an unarmed strike using your fangs, you can regain hit points equal to the damage dealt. This damage is necrotic and is doubled if the target is incapacitated or charmed by you.

Once you use this trait, you need to take a short or long rest before you can use it again.

Languages

You can speak, read, and write Common and two other languages of your choice. Dhampir usually learn at least one language associated with their mortal parent.

Previous Versions

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7/27/2020 1:40:55 PM
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