Homebrew Dhampir Species Details

Children of nightmares, Dhampir are the result of a vampire and a mortal having a child. These children are often seen as abominations by the people of the world, the unholy amalgamation of meddling with dark powers, and even darker desires. In reality, Dhampir are still effected by mortality but have many of the dark powers of their undead blood.

Dhampir Traits

Dhampir have several traits of their mixed vampiric and mortal heritages.

Ability Score Increase

Your Dexterity score increases by 1, your Strength score increases by 1, and your Charisma score increases by 1.

Age

Dhampir are not quite immortal like their vampiric ancestor, but age does not affect them nearly as much, allowing them to live for hundreds of years. Dhampir have an average lifespan of above 600 years.

Alignment

Many Dhampirs lean toward neutral or good alignments, stepping away from the evil that is their ancestry. However, some embrace the darkness that they were birthed from, and revel in it, leaning closer to evil.

Size

Dhampirs have the same typical build as humans, but typically more slender. Your size is medium.

Speed

Your base walking speed is 30 feet.

Darkvision

As a Dhampir, your vampiric heritage allows you to 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.

Undead Nature

As a Dhampir, you are not fully alive and are considered an undead, while retaining your humanoid classification. If a spell is cast to recognize undead, you will be registered as an undead. You have resistance to Necrotic damage.

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.

Bite

Your fangs are lethal weapons and can be used to suck the very essence out of a creature. You can use your fangs as an unarmed strike, dealing 1d4 piercing damage. This can be used while in bat form.

Blood Drink

When you make a bite attack against a creature, you may additional Necrotic damage onto the bite. The additional damage is equal to 1d6 plus your Charisma modifier. When you use this feature, you gain a number of temporary hit points equal to the necrotic damage dealt. If the creature was a humanoid, you gain an additional number of temporary hit points, equal to your character's level. This ability cannot be used if the target does not have blood, or if the target is undead. Once you use this feature, you cannot use it again until you finish a long rest.

Vampiric Weakness

Because of your vampiric heritage, there are some things that affect you in similar ways as your parent. If you end your turn in running water, you take 10 acid damage.

Sanguine Charm

The natural seductiveness of vampirism gives you certain abilities. When you reach level 3 you can cast Charm Person using this feature, once per short or long rest. Charisma is your spellcasting ability for this.

Shapechange

When you reach level 3, you gain the ability to transform into a wolf. When you reach level 5, you gain the ability to transform into a bat. You Transform in the same manner as with Wild Shape ability of druids. You may use this ability once per long rest.

Languages

As a Dhampir, you know Common and two other languages of your choice.

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