Homebrew Pure Blooded Dhampir Species Details
Just like humans, dhampir are born with unique appearances and traits. However they are the peak ideal of human beauty. Born and raised to be perfect in every way. Their blood runs cold with a killer instinct.
It is always a mortal mother as an undead one is unable to carry a child to term. Even with that, it is rare for a mother to live through the intense and painful birth.
Pure Blooded Dhampir Traits
Traits and FeaturesSemi-immortality
Dhampirs are semi-immortal, meaning they don't age after the time they reach adulthood. They can still die however but not from disease, or other natural causes. Dhampir gains immunity to all natural disease.
Human Stature
The dhampir may contain a dark side but its mortal non the less. They are considered humanoid.
Language
They are able to speak common and 1 language of choice, usually one their birth mother knew.
Superhuman Strength
Dhampirs are much stronger than a normal human. They can lift things heavier than them, and lift a grown man with ease: You gain +2 to Strength and +1 to Dexterity
Dhampir's Endurance
Dhampirs can withstand high impact forces and injuries that would normally cripple a normal human. They take half damage from falls.
Undead Senses
A Dhampir's senses of smell, sight, and hearing are heightened. They can see in darkness and at greater distances, hear things no normal human can hear and smell things no normal human can smell..including blood.
They gain Darkvision up to 60 and see in only grays. They also gain advantage when tracking anything bleeding.
Sun's Annoyance
While able to go into the light, the dark powers inside still resist it. You have disadvantage on all skill checks when in direct sunlight.
Blood's Call
The human side of you eases the hunger but a blood calling still happens once a month. Hunger causes you to lose your senses and inhibitions. Dhampir's must drink blood regularly in order to use the vampiric powers they are born with.
Drinking 1 vial of blood at any time heals you for 1d4+1. A pint heals for 2d4+2.
Vampire's Call
While a full vampire has many powers, you inherited only a fraction. Once per long rest you may let out a howl and summon 1 beast of 1/2 cr to your aid. At level 5 it increases to cr 1. At 11 it increases to 2. At 17 to cr 3. You must be in a area they can logically appear. They stay for 1 hour, until dismissed, or dies.
This ability only works if you have drunken blood within the last 24 hours.
Feast of Blood
Once per day, when you consume a vial's worth of blood, you can activate a surge of vitality. Your speed increases by 10 feet, and you gain advantage on strength and dexterity checks and saving throws for 1 minute.
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