Homebrew Dhampir (Verum) Species Details
Anatomy
Dhampir stand near the same height of most humans, rarely standing taller than a height of 6 feet.
Ecology and Habitats
Dhampir can live anywhere that other humanoids live, but personal aversions or the superstition of others may cause them to seek isolated, private or seedy places.
Dietary Needs and Habits
Omnivorous, but must periodically consume the blood of humanoids to avoid physical and mental illness.
Dhampir (Verum) Traits
Dhampirs are humanoids that have a partial connection to the curse of Vampirism. While not full vampires themselves, they carry many of the same burdens but also have some of the same gifts.Darkvision
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.
Sunlight Sensitivity
If you have not fed on the blood of a humanoid in at least five days, 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.
Blood curse
Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.
Fangs
Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
Invigorate
Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.
Vampiric Guile
You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.
Blood Frenzy
Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.
Ability Score Improvement
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