Homebrew Dhampir (Child of Night) Species Details

There are things best left alone in the dark. People that aren't quite people. They look like us, but only just so and by the time you've noticed they're not like you... If ever you see the eyes of a cat on the face of an elf....run, don't walk... Run.... For you've seen death walking...

                                   - Aroun De Stokes

 

 

 

Dhampir are best described as solitary creatures. Sad and lonely.... Lovely to behold, from afar.

     There seems to not be any true social standing amongst dhampir, not even from their parents. If a dhampir actually makes it past its birth (because often thier own mother's and/or priests kill them). They can often look forward to constant repulsion from any they approach.

     This leads them to live a solitary and lonely existence, never staying anywhere for too long.

Dhampir (Child of Night) Traits

Unlike the human race, Dhampir seem to all exhibit these same Traits...

Dhampir Sight

Thanks to your Vampiric heritage, you have superior vision in dark and somewhat in dim conditions. You can see in dim light within 60 feet of you as if it were shades of grey, and in darkness as if it were Bright light.

Dhampir Ability

 Your ability scores each increase by Strength +2 and Wisdom +1. Your Charisma decreases by -2 because unlike your parents your flaws are there for all to see.

Your size is medium, though there are many variations on size and shape. You also look very youthful as a side effect of your birth.

     Your Base speed is 35, you move a little faster than normal people.

Vampire legacy

 

Your heritage, whether forced or volunteered, has given you many abilities and weaknesses. It also sets you apart from most normal mortals.

Your looks easily have you mistaken for an Elf at first glance. All similarities end there, Your eyes are cat-like, your fingernails are razor sharp claws, even your teeth are fanged like a cats. You only "age" until your 16th birthday, then you exist at that state of development until you enter the "fade" (your body seems to turn to mist and disappear) usually around 1000 or so human years.

Should you be killed preternaturally, unlike most mortals,(and as long as it hadn't occurred with Radiant damage) you will "fade" out for 3 days, then reappear on the same spot.

(Your clothing, supplies, & equipment do not "fade" with you)

Dhampir Traits

 

You have resistance to necrotic damage.

You are disadvantaged against Radiant attacks.

You roll at disadvantage on Perception and Dexterity checks while in Direct sunlight.

You gain the Alert feat and
1 non-combat feat.

Dhampir Death Trance

 

Vampires do not sleep, Dhampir do. There bodies become rigid and unmoving. They appear as dead to the casual observer, though they still have a pulse.

Though they only need 5 hours of rest. During that rest they are particularly vulnerable and have to make a Constitution savings throw at Disadvantage to wake early

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Blood lust

 

You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage per Five levels of character advancement,  DMG (1+(1D6 necrotic/5LvL)). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Unlike your Vampire parent, you can also gain some nutrition from normal food & drink. Though you still must feed on blood at least once a month.

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Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.