Homebrew Dhampir Species Details

Born from the union of a vampire and human, Dhampir exude royal luster and silver tongues. Walking the earth with no worry of their Vampiric weaknesses, danger is often found in both allies and enemies of this hybrid race. An accursed genealogy is what often tears a Dhampir's heart and soul into two halves: one which hungers for the sweet taste of blood, and another who yearns to toss their vampiric lineage aside...will they succeed? 

Racial Traits
+2 Charisma, +1 Constitution, Darkvision, Vampiric Resistance, Fangs, Dark Eloquence

Vampiric Descendance

Dhampir are derived from human bloodlines, and aside from their paler than usual skin, they still look human. However, hidden behind lips which many find so sultry are a set of sharp fangs designed to draw blood. Their eyes are often a duller shade of normal human varieties: blue, brown, green, hazel, etc.. They can also be red, and when riled by emotion their eyes reflect their Vampiric ancestry as they become pitch black, with no visible sclera or pupil. Their hair ranges from black and dark red, to white and silver.

Mortal Incognito

To the benefit of a Dhampir, their appearance is completely human. Because of this, they are able to get by in society mostly unnoticed, using their unnatural charm and sultry nature to win over humans. They also do not have to drink blood, and as such can enjoy normal food. However, a Dhampir's taste is quickly drawn to blood when it is first tasted. If managed poorly, a Dhampir can find themselves in an addictive craving for blood, which can often result in the discovery of their true nature.

The dichotomy between a thriving Dhampir, hidden amongst the crowd, a struggling Dhampir, discovered and being hunted by others, and a lost Dhampir, lusting for a gorish feast is a broad one. Belonging is a desire shared across all Dhampir, determined by their choices throughout their lives.

Dhampir Names

Dhampir names often fall into two categories. Dhampir can adopt the names of a culture wherein they are raised. Some have names derived from the biblical passages or characters, perhaps as a way to counter their Vampiric half. Rules for naming a Dhampir aren't set in stone however, as their origins may influence what they are called above these two concepts.

Male Dhampir Names: Gareth, Vernon, Leon, Rhazien, Zeke, Damian Angelus, Thorne, Sullivan

Female Dhampir Names: Wren, Dominique, Venus, Asphodel, Ordelia, Layla, Malory, Myth, Helana

Dhampir Traits

Dhampir share certain racial traits as a result of their vampiric descent.

Ability Score Increase

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

Age

Due to their Vampiric genealogy, Dhampir's mature at the same rate as humans until adulthood, wherein their lifespan is usually 200 years.

Alignment

Due to their lineage, most Dhampir find themselves leaning into evil alignments. Some do hold fast to their human roots however, so this does not apply to all Dhampir.

Size

Dhampir are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your vampiric heritage, 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 Resistance

You have resistance to necrotic damage.

Fangs

Your set of fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier. In addition, you may choose to spend one of your hit dice to drain blood from the creature. Add the hit die + your Constitution modifier as additional necrotic damage to your bite. You then gain temporary hit points equal to the necrotic damage dealt. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. Once you spend a hit dice with this feature, you cannot do so again until you finish a long rest.

Languages

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

Dark Eloquence

You know the Charm Person spell. You can cast this spell as an action on a humanoid you can see within 30 ft. If the target can see you, the target must succeed on a Wisdom Saving Throw. The Wisdom save DC = 8 + your Charisma modifier + Proficiency. Once you use this spell, you cannot do so again until you finish a long rest.