Homebrew Variant Dhampir or Lesser Vampire Species Details
I was so happy and excited to see the release of the lineages but I found them to be little more than flavor for your DnD water. This is the first version of my attempt to give players and DMs some fun features to sink their teeth into. The hunger mechanic allows for players to give into their dark urges and abuse the power that comes with their thirst, or resist and not become a slave to it.
Updates coming soon!
Variant Dhampir or Lesser Vampire Traits
Unlife, The Hunger, and You!Ability Score Increase.
Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages.
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages
Creature Type.
You start the game as Humanoid.
Size.
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy.
If you replace a race with this lineage, you can keep the following elements of that race: any racial trait that isn't ability score increase, any skill proficiencies you gained from it, and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.
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 discern colors in that darkness as shades of gray.
Deathless Nature.
You don't need to breathe. Once you reach maturity you stop aging. You cannot die from old age, spells and effects that would age you do nothing.
Spider Climb.
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
The Hunger
You start the game with 1 level Predatory Hunger. Every time you gain a level your maximum Hunger increases by 1. You can spend Predatory Hunger on a number of abilities detailed below. These points do not come back on any kind of rest and must be replenished through feeding. At the beginning of your turn if your hunger is ever half of your maximum or less you must roll a wisdom saving throw DC 8 + every point of missing hunger. On failed save you must use your turn to feed on the most convenient target(GMs discretion) or become paralyzed as you focus all your will on resisting your dark urge. If you fail this save while you are paralyzed by this trait you must feed.
You can reduce your maximum Predatory Hunger by refraining from feeding. For every day you go without feeding you gain 1 level of Withdrawal. Every level of Withdrawal functions the same as exhaustion but only goes to level 4. For every day you spend at level 4 withdrawal you lose 1 level of maximum Predatory Hunger. If your maximum Predatory Hunger is half your level or less, you no longer suffer the withdrawal penalty as you have a handle on your hunger for the time being.
Price for Immortality. Any time you take a long rest you must spend one point of Predatory Hunger to wake up. If you have none to spend, gain a point of Withdrawal. If you have 4 points of withdrawal when finishing a long rest, you fall into a coma for a number of days equal to your level. While in this coma you do not need to eat, drink, or breathe. When you wake from your coma, your maximum Predatory Hunger is set to 0 and you lose all benefits/flaws of being a Dhampir/Vampire until you feed again.
Sunlight Sensitivity. if your maximum Predatory Hunger is every 7 or higher you have disadvantage on all ability checks while in direct sunlight.
Charm. As an action spend 1 Predatory Hunger and target one humanoid it can see within 30 ft. of it. If the target can see the you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes the your requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a different plane of existence than the target, or takes a bonus action to end the effect.
Regeneration. As a bonus action you can spend 1 Predatory Hunger to use and expend a hit dice. Roll the hit dice as normal, including your constitution modifier and heal for that amount. This consumes the hit die which only return on a long rest. If you use this feature without any hit dice available you instead heal just your constitution modifier.
Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat(1 Predatory Hunger), Cat(1Predatory Hunger), or a Medium cloud of mist(3 Predatory Hunger), or back into its true form for free. If you are a druid you can use Predatory Hunger to wild shape at the cost of 1 per CR of the creature you wish to transform. All wild shape restrictions apply.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Blood-Magic. as a bonus action on your turn you can spend Predatory Hunger to create spell slots. These spell slots can't be above 5th level and are lost on a long rest.
| Creating Spell Slots | |
|---|---|
| Spell Slot Level | Hunger Point Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Vampiric bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use a bite and hit a creature that isn’t a Construct or an Undead, you can use a bonus action to Feed.
Feed .The target takes 1d4 necrotic and you restore 1 Predatory Hunger. Starting at 7th level you also gain insight into the life of your target. This functions the same as the detect thoughts spell but only works on your food
Living creatures who have their HP reduced to 0 by this ability rise on your next turn as a zombie. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must spend 3 points of Predatory Hunger per creature again before the current 24-hour period ends. You can have no more than, your level divided by three rounded down, creatures under your control from this feature at a time.
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