Homebrew Dhampire Species Details

The half-living children of vampires and human mothers, dhampirs are born into a world that rejects them. Stigma and suspicion follow them regardless of whether the truth of a dhampir child’s nature is known. This mistrust either forces a dhampir to develop a disarming wit and charm, or to embrace bitterness and keep others at arm’s length through guile or outright intimidation.

Few dhampirs find solace with their undead forebears.

As living creatures, even tainted ones, the reality of living with an evil, blood-sucking monster seldom appeals even as they struggle with their own urges or hungers.

Dhampirs struggle to find acceptance both within society and within themselves.

Dhampire Traits

A lithe being of dark beauty appears human, though its movements, intensity, and charm are so powerful and coordinated it seems almost supernatural. Medium humanoid (dhampir), any alignment

Alignment

Due to their vampiric lineage, many dhampirs tend towards evil, though some cling to their humanity.

Ability Score Increase

A lithe being of dark beauty appears human, though its movements, intensity, and charm are so powerful and coordinated it seems almost supernatural.

Dark Thirst

You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm

As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

Not Truly Undead

Instead of needing 8 hours for a long rest, you only need 4 hours of rest. You can eat, drink and sleep normally otherwise. You are functionally immortal, contingent on the following conditions. 

Once a month you must drink the blood of another creature, or be offered some of their life in exchange to not needing to drink for that period of time. (If offered a year of their life you will not have to drink for that year) If you kill a mortal by drinking their blood in this way, you need not drink again for 6 months. If you do not kill a mortal in this way, you must drink again every month. Upon drinking blood, the cumulative counter is reset.

Vampiric Magic

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Spider Climb

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Or an ability check with an advantage after 10 mins.

Pseudo Flight

Damphir's have pseudo wings they can use for temporary flight or to act like the feather fall spell. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. This effect ends after 1d4 rounds and cant be activated for another round.

Lvl 1 = 1min

lvl4= 10min

lvl8=20 min

lvl12=1hr

lvl16=2hr

lvl19=you can just fly with no restraint

Solar Sensitivity

Being half Vampire makes being in unobstructed sunlight rather uncomfortable. Cannot use any traits you get from your Vampiric side in the sunlight

Darkvision

A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

Age

Dhampirs reach maturity at the same age as humans, but their lifespans are much longer. They can live up to 750 years before death finally claims them.

Previous Versions

Name Date Modified Views Adds Version Actions
10/5/2020 12:40:35 AM
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10/5/2020 1:28:22 AM
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5E
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10/5/2020 1:58:48 AM
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