Homebrew True Vampyr (Dhampir Variant) Species Details

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

True Vampyr (Dhampir Variant) Traits

Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

Final Resting Place

Your final resting place is attuned to you, usually a coffin-like structure that your body can fit into. If you return to it and finish a long rest inside, it cleanses you of  any and all conditions short of curses. However, you cannot take a long rest anywhere else.

Blood Thirst

You gain a level of exhaustion for every day you go without drinking at least 8 ounces of blood.

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.

Undead

You are an undead. You are immune to poison and disease but are vulnerable to Radiant damage.
Spells and potions that would heal you deal damage to you instead.

Ancestral Origin

If you replace a race with this lineage, you can keep the following elements of that race: 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.
You cannot be choked or sufficated.

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.

Vampire Weaknesses

Forbiddance: You cannot enter a residence without an invitation from one of the occupants.
Harmed by Sunlight:Each time you enter or end your turn in sunlight, you take 3d10 Radiant damage.
Harmed by Running Water: Each time you enter or end your turn in running water, you take 3d10 Acid damage.
Stake Through The heart: If a piercing weapon made of wood or silver hits you with a critical success, you are paralysed until it is removed.

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, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite.
It 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.
The damage increases to 1d6 at 3rd level, 1d8 at 6th level, 1d10 at 11th level and 1d12 at 16th level.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can heal yourself for the amount of damage dealt.
You can use this bite a number of times equal to your proficiency bonus and the uses reset on a short or long rest.

Devilish Charm

Starting at 3rd level, you can cast Charm Person at its lowest level a number of times equal to your Intelligence modifier per day. The spell save DC uses your Intelligence modifier.

Misty Escape

You gain the ability to briefly turn into mist and move around like the wind.

Starting at 5th level, you can cast Misty step once per long rest.

Previous Versions

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