Homebrew Dhampir Species Details

Dhampirs appear much like humans at first glance. Adults stand between 5 and 6 feet tall but are more slender on average than humans; males weigh around 160 pounds. Female dhampirs are only slightly shorter but are a fair bit leaner, weighing around 120 pounds. Their skin and hair colors run the vast spectrum of tones available to humans, though hey tend to be slightly pale.

Their flawless features are tinged with some unnameable exotic quality. Despite the fear and uncertainty that follow them, the half-dead possess a seductive appearance. Listeners find themselves unconsciously giving weight to a dhampir's words and are drawn to his or her presence. Dhampirs glide through life with a seemingly effortless grace that belies their struggle.

Dhampir Traits

Your dhampir character has certain characteristics derived from your undead ancestry.

Ability Score Increase

Your Charisma score increase by 2, and your Dexterity score increases by 1.

Age

Dhampirs reach maturity at the same age as humans, but their lifespans are much longer. They can live up to 750 years before death finally claims them.

Allignment

Most dhampirs are neutral, but some are driven toward evil by the bitterness and suspicion their parentage thrusts upon them. A few turn toward good in defiance of their nature.

Size

Dhampirs are about as tall as humans but are slighter of build. Your size is medium.

Speed

Your base walking speed is 35 feet.

Darkvison

Thanks to your undead ancestry, you have superior vision in dark and dim conditions. 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.

Dark Thirst

You can bite as an unarmed strike; if your target is incapacitated deal double damage. Your bite deals 1d4 + your Strength modifier points of necrotic damage, and if the creature has blood and isn't a construct or undead, you can feed from it as part of the attack. Your feeding allows you to heal by the damage dealt if your target fails a Constitution saving throw. The DC for this saving throw is equal to 10 + your Strength modifier.

Predatory Charm

As an action, you can magically beguile the mind of a creature you can see with in 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won't necessarily attack outright, but it won't deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest.

A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

Languages

You can speak, read, and write Common.

Beguiling Appearance

You have proficiency in the Persuasion skill.

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