Homebrew Dhampir Species Details
"I am the Ancient, I am the Land. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever."
-Strahd von Zarovich
Dhampir are those who tread the line between life and death. Born from events such as a failed ritual, arcane experimentation, or a vampire siring a child with a mortal. Whatever the case, Dhampirs exist as a middle ground between vampires and mortality.
Unholy Grace
Dhampirs often look similar to whatever mortal race they hail from, as Dhampir can come from any race. A human, a tortle, an elf. It matters little. All have the potential to become Dhampir. At first glance, they may appear as mortal as you and I, but a closer look betrays their nature. Their pale skin as cold as ice, their near-silent heart beat, with eyes that you swear seemed to shine red in the dim candlelight, and canines that seem to spike out into sharp fangs.
Vampiric Offspring
Being creatures born from Vampires, they naturally inherited some of their traits as well. A Dhampir is incapable of swimming, and are highly vulnerable to radiant energy. However, thanks to their mortal parent, they are not as weak to direct sunlight, and while uncomfortable, they are not harmed by it.
Unending Hunger
Their similarities to their vampiric forefathers bring Dhampir hatred in society, especially their necessity to consume blood in order to survive. Dhampir must feed on blood as much as other creatures must eat food. It's inside their very nature to consume it, and without it, they go mad. Some luck few Dhampir are able to find creatures brave enough to feed them willingly. Others make do with whatever rabble they can find on the street, or anyone foolish enough to hunt them. The most unfortunate, however, stop themselves from feeding entirely and lose themselves in the endless hunger.
Dhampir Traits
Dhampir share many traits with both their mortal parent, and the vampires they resemble.Ability Score Increase
Your Charisma Score increases by 2, and either your Strength or Dexterity increases by 1.
Age
As Dhampir are quasi-undead, they are semi-immortal. They grow normally into their mortal races adulthood, but they stop aging after reaching maturation. A Dhampir will never die of old age but can be killed just as easily as their mortal parents.
Alignment
Dhampir have as much capacity for morals as any other mortal race. Their need to consume blood, and their consequent shunning from society, however, often lead Dhampir towards being Evil.
Size
Dhampir look incredibly similar to their mortal race and have the same range of height and weight as their parent race. Your Size is Medium.
Speed
Your base walking speed is 30 feet. When moving through water, each foot of movement costs an additional foot. Additionally, you cannot swim, and sink to the bottom at a rate of 10 feet per turn.
Darkvision
Your undead heritage allows you to supernaturally peer into darkness. You have darkvision out to a range of 60 feet, seeing dim light as bright light, and darkness as dimlight. You cannot discern colors in darkness, only shades of gray.
Undead Constitution
As an undead being, you have resistance to the cold touch of death, but you are equally susceptible to holy energy. You have resistance to necrotic damage and are vulnerable to radiant damage.
Vampiric Hunger
As a Dhampir, you gain the following traits.
Fangs. You are born with fangs that help feast on your prey. You can make an unarmed attack with your fangs as an action. If you have the Multi-Attack Class Feature, you may use this attack multiple times. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage die increases to 1d8 at level 11, and 1d10 at level 17.
Lifedrinker. You hunger for the blood of living creatures. Whenever you land a hit with your fangs, you can use your bonus action to latch onto the creature, stealing their life-force to fuel your own. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a success, the creature takes no damage. On a failure, the creature takes 1d6 + your charisma modifier in necrotic damage, and you regain hit points equal to half the damage dealt. The damage dealt reduces a creature's hit point maximum until they take a long rest. The damage die increases to 2d6 at Level 5, to 3d6 at level 11, and to 4d6 at Level 17. A willing creature can offer you their blood. You must spend 10 minutes to carefully leech their blood before you regain any hit points and the creature takes half damage. A creature must require blood to survive for this ability to work.
Unending Hunger. You do not need to eat food or drink water to sustain yourself. Instead, you must use your Lifedrinker trait at least once a week to survive.
Spider Climb
You can move along walls and ceilings without having to make an ability check. You treat these surfaces as if they were difficult terrain.
Language
You speak common and one language of your choice. Additionally, you can understand and speak to the dead. Their ability to communicate, however, depends on their intelligence, and their physical ability to do so.
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