Homebrew Dhampir Species Details
Often thought to be the thing of myth and legend Half-Vampires are extremely rare. A Half-Vampire comes into existence when an unborn child of the mortal races, through one means or another, becomes infected with the curse of vampirism. These unfortunate children are often cast out to die. Rarely however they are given a chance. These young ones will grow up similarly to those of their parent race. At a quick glance, there are no differences between the Half-Vampire and those of the parent race. They even lack the vulnerability to sunlight that the vampiric curse is known for. Upon closer observation, one will notice the canine teeth are slightly longer and sharper, in the case of Dragonborn and the like the teeth actually protrude when the mouth is closed. The eyes tend to have a goldish hue to them. They tend to be slightly more slender in build than others of their parent race. Despite this, they often exhibit strength greater than that of the parent race The most unique attribute however is only observed over time. Thanks to the vampiric curse in their blood their ageing process slows to an imperceptible pace when they reach their prime in their early twenties. These unique beings have no common country or language and yet two Half-Vampires, should they ever meet, will feel a sense of kinship. This is likely born of the fact that they understand the difficulties that their heritage brings.
Physical Description:
Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colours resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the colour of a bruise.
While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with unnaturally fluid grace. All dhampirs have elongated incisors.
Society:
Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.
Relations:
As dhampirs are scions of evil, few races view them favourably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seated loathing for living creatures, their hatred planted by jealousy and fed by frustration.
Alignment and Religion:
Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.
Adventurers:
The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues.
Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become Paladins.
Names:
Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.
Dhampir Traits
Dhampirs share certain abilities with Vampires thanks to cursed blood running through there veins.Ability Score Increase
Your Dexterity increases by 2 and Charisma by 1.
- Inhuman strength grants you bonus speed and any two handed weapons are considered versatile
- any weapon the Half-Vampire is proficient with is considered a finesse weapon
Age
Dhampirs are long-lived thanks to their vampire heritage. They reach adulthood at the same rate as a human but can live for several hundred years.
Even while ageing they will retain the appearance of them in the prime state(around mid-twenties)
Size
Dhampir have the same range of height and weight as humans.
Speed
Your base walking speed is 30 feet.
Flight
As you hone your vampiric skills, you learn to master the ability to fly as a vampire. Upon reaching 11th level, you gain a permanent flying speed of 60ft.
Darkvision
Cursed by your vampire heritage, you can easily see through darkness. It gains darkvision up to 120* ft, and gains a passive perception of 17*
Vampiric Resistance
You have resistance to *Necrotic, Bldg, Piercing, Slashing damage.
Vampiric Weakness
The vampire has the following flaws:
- Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
- A touch of silver: The vampire is vulnerable to silvered weapons
- Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
- They suffer from a periodic need to feed on blood. If the half-vampire goes without blood for a week and drops below 10% health they will seek to feed on the nearest living being until their health is above 20%. Attacking an ally can be negated with a wisdom saving throw with a DC of 15 plus the Half-vampire's level
Vampiric Magic
You know the minor illusion 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.
Bite
The Halfblood grapples target and attacks by biting with his fangs. It deals 1d4 piercing damage (1d6 level 7, 1D8 level 14). The half-blood then heals for the damage dealt plus their Constitution modifier. If the healing exceeds the maximum health limit the half-blood gains temporary health equal to half the remaining healing rounded down. This health resets on long rest.
Blood Thirst
In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Languages
You can speak, read, and write Common.
Regeneration
The vampire regains 20* hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. If the vampire takes radiant damage, this trait doesn't function at the start of the vampire's next turn.