Homebrew Dhampir Species Details
A foot in both doors. Dhampir are both dead and alive, due to the curse in their veins. Born as a pawn for their fathers, or, as a product of a misguided romance. Many dhampir are shunned for what they are and as such many live life in solitude. But there are some that take advantage of the fact that the populous is largely ignorant of their true nature and use their talents to rise in prestige and fortune.
Dhampir Traits
Dhampir TraitsBite Attack
While dhampir do not need to consume blood to live, drinking blood does make them stronger. Some may forego drinking blood entirely as they cannot stand the pain they might cause, but some may lose themselves to the thirst. You can make a melee attack roll against a creature that is willing, grappled, incapacitated, or restrained. The target takes 1d6 piercing damage, plus 2d6 necrotic damage, the dhampir gains health equal to the amount of necrotic damage taken. You may use this attack once per short rest.
Half Dead
As a result of their heritage dhampir are more resistant to necrotic energies and can forego food or water in favor of blood. Some understand that while blood is tempting it likely leads to problems, some know what blood can give them, and are more likely to seek it out. You have resistance to necrotic damage, in addition you may sustain yourself off of blood instead of food or water.
Age
Dhampir are virtually immortal, they stop aging somewhere around early adulthood.
Alignment
Many dhampir find themselves being pulled towards evil, fear from society, their families, or themselves tends to come with a deep rooted bitterness. Dhampir tend to care about what they want, and little else. Although some rise above, finding resolve in their struggles.
Walking Speed
You have a base walking speed of 30 feet.
Languages
You can speak, understand, read and write common
Ability Score Increase
You get a +2 to your charisma score
you get a +1 to your constitution score
Dark vision
You have dark vision of 60 feet
Vampiric Charm
The dhampir have an unnatural sway over others, some use this gift to manipulate and seduce others, some use it to mitigate conflict. Once per short rest you can use charm person, if they fail the save they also count as willing for the bite attack.
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