Homebrew Dhampyre Species Details
The Elvish Dhampyre. A rare offspring of an Elvish mother and a Vampire father. Known in the world as the Day-walker. The Dhampyre is an abomination to the elf, and a dirty half-breed minion to the vampires. The Dhampyre is a race that is caught in the middle, they must eat food but also must drink blood. They have similar life spans as an Elf. They are other-worldly beautiful, often standing out even among Elves. But behind their beauty lies the potential for a monster.
Physical Description:
Tall and slender and with well-defined musculature, Dhampyres look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.
While many Dhampyres can pass as Elves in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All Dhampyres have elongated incisors.
Society:
Dhampyres 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 Dhampyres with a social camouflage that hides them from both predators and prey. In rare instances, Dhampyres 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 Dhampyres culture.
Relations:
As Dhampyres are spawn of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs.
Alignment and Religion:
Dhampyres are typically thought of as evil, but just as many dhampyres try to escape their vampiric heritage as embrace it. Due to your mixed blood, you tend towards good or evil and you tend to be Chaotic.
Adventurers:
The life of an adventurer comes naturally to most Dhampyres, since constant persecution condemns many to spend their days wandering. Evil Dhampyres 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 Dhampyres 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 Dhampyres alchemists have been known to obsess over transforming their own bodies.
Names:
Lacking a culture and unified traditions, Dhampyres share humans’ predilection for a diversity of names, and most keep their human birth names. Many Dhampyres 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.
Dhampyre Traits
The Elvish DhampyreAbility bonuses
Due to the Vampiric father, Dhampyres are stronger and more agile. Dhampyres are also Extremely beautiful. You receive a +1 to DEX and STR, and a +2 to CHA scores.
Age
Dhampyres age as a normal Elf until reaching adulthood around 20. At 20 fangs appear and the thirst for blood begins. The Dhampyre lives as long as most Elves. The Dhampyre will not physically show their true age, but maintain there youthful appearance until death.
Size
Dhampyres are slightly taller than an Elf. This ranges 4-6 inches taller. They are also slighter in build. Your size is Medium.
Speed
You are faster than normal mortals. Your walking speed is 35 ft. Crossing water posses no difficulty for you. You may use 1 Blood Point to double your speed for 1 minute, after which you are stunned for 1 round.
Language
Dhampyre can speak, read, and write Common, Elvish and one other language of your choice.
Superior Darkvision
Your darkvision has a radius of 120 feet.
Dhampyre Glamour
You are extremely charming and beautiful. You are proficient in the Deception and Persuasion abilities.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Vampire Weakness
Due to your vampiric heritage you have inherited some weakness. You are vulnerable to Radiant and Poison damage.
Innate spellcasting
You have innate magical abilities. You know the Spider climb and Polymorph spells. Your Spell DC = 8+ CHA modifier+ proficiency bonus. At level 3, You may cast Spider Climb by using 1 Blood Point. At level 5, You may cast poly morph by using 2 blood points, but may only cast it on yourself and can only take the shape of a Giant Bat or a Dire Wolf.
Bite Attack
You have fangs.
You can make a bite attack, on a hit you do 1d4 + STR piercing damage. You gain Temporary Hit Points equal to the damage dealt. You may use this ability once per short rest.
Blood Points
Starting at level 1, you gain a number of blood points equal to your Constitution modifier (minimum of 1). You may use these points to do Vampiric skills. You regain 1 expended blood point each time you roll a 20 on the d20 roll for a Bite Attack, or deal a killing blow with your Bite Attack to a creature of significant threat (DM’s discretion). You regain 1 expended blood point after a short rest and all expended blood points after a long rest.
Blood Requirements
Because you are half elvish, you must eat food to sustain life. Your body produces blood more slowly so you must also drink blood once a ten-day, if you go past a ten day you must make a INT save to determine whether or not you enter a Blood Frenzy. You can only drink fresh blood, not blood from an already dead creature.
Blood Frenzy
You must drink blood once every ten-day. If you do not, you must make an INT save to avoid entering a Blood Frenzy. The DC starts at 13, and increases by 1 every two days without drinking blood. If you fail your save you must make a Bite attack against the closest living creature, friend or foe. On a successful attack the target is considered grappled. Each round you may make an INT save to regain control. The target may also make a STR check to break free. You will inflict the 1d4 piercing damage from your Bite attack each turn you are unable to regain control over your frenzy.
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