Homebrew Dhampir Species Details
Being the offspring of a vampire and a human parent, dhampir are usually the children of a tragic romance... or something much more sinister. This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers.
While they seem more or less human, many dhampirs have pale skin and dark hair. At birth they resemble stillborns, but they do have a very faint heartbeat. Most even possess sharpened teeth or claws, reminders of their undead heritage. They feed the same way as humans do but have problems being out in the sun. Their looks are human too, though they are described as being more graceful in appearance than humans. They are not as powerful as vampires but are instead granted the gift of not needing to feed on others.
Dhampirs appear tall and sturdy while also having graceful features and a slender appearance which belies their unnatural strength.
Dhampirs normally live a solitary lifestyle, feared, shunned, and even hunted by other races. Because of this, a great number of dhampirs reject their vampiric heritage. Few, if any, can even stand the presence of a vampire. They are famed for their ability to not only hunt vampires, but also other mythical beings. Most are driven and stubborn, yet strangely charismatic. But yet again there is a group who are willing to help and protect their undead relatives and be their guard. This is presumably because of their ability to move in the sun which makes them excellent followers for vampires.
Dhampir Traits
Born from the unholy gathering of the devil spawn and humanity it is lost, however so powerfulNoblesse
Vampiric traits have imbued you with unmatched Charism + 3
Physical Enhancement
Vampiric blood has increased your strength beyond a normal Human, however, you are weaker than a Vampir
Dexterity + 2 and Strength + 2
Age
Reach maturity and adulthood at the same rate as Humans.
Dhampir that drink Animal blood can prolong their age up to 500 years old.
- If a Dhampir drinks Animal blood and has surpassed 100 years of age, they must drink 1 pint of Animal blood every week or they begin to deteriorate.
Dhampir that drink Human blood can prolong their age up to 1,000 years old.
- If a Dhampir drinks Human blood and has surpassed 100 years of age, they must drink 1 pint of Human blood every week or they begin to deteriorate.
- One Human blood is consumed a Dhampir can not return to Animal blood.
Dhampir that drink Vampire blood can prolong their age up to 10,000 years old.
- If a Dhampir drinks Vampire blood and has surpassed 100 years of age, they must drink 1 pint of Vampire blood every week or they begin to rapidly deteriorate.
- One Vampire blood is consumed a Dhampir can not return to Human blood.
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 discern color in Darkness.
Vampire's Bite
Hit: 2d6+DEX Modifier piercing damage. The amount of bite damage increases as you gain levels.
You may use your bonus action to drink their blood dealing 1d6 damage. If blood is drunk during the attack Dhampir regains hit points equal to blood-drinking damage. This also satisfies your need for blood.
Level Damage
1 2d6
5 3d6
9 4d6
15 5d6
19 6d6
Compulsion
Must-Have Drank Vampire Blood
The Vampire can control the mind of another simply through eye contact. The target must succeed on a DC 17 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion.
Healing Blood
MUST HAVE DRANK HUMAN BLOOD
Starting at 5th level, your vampiric blood is able to heal any living creature by 2d6+CON.
Blood Manipulation
Must have drunk Vampire Blood
When you reach 7th level, your knowledge of organic processes and experience with your victim's lifeblood grants you the dark magic ability to siphon out your target's blood (if they have an open wound) and mold it into any solid construct. This action deals 1d12 damage. The construct becomes liquid if the target dies.
Creatures of the Night
Must have drunk Vampire Blood
Beginning at 9th level, your relation to dark creatures gives you power over weaker creatures of the night. As an action, you can call 1d4 swarms of Bats or Rats at night time, or 1d6 wolves if outside. The creatures arrive in 1d4 rounds and obey your spoken commands.
Legendary Resistance
Must have drunk Vampire blood
When you reach 12th level, because you are the king of the night, if you fail a saving throw, you can choose to succeed instead. 1/day
Multi-Attack
Must have drunk Human blood
At 15th level, the deadly and frightening reputation that proceeds you gives you the ability to make two attacks, only one of which can be a bite attack.
Flight
Must have drunk Vampire blood within the last 24 hours
At 19th level, you gain the ability to Fly. No creature is safe anymore. Your Flying speed is 60 feet.
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