Homebrew Dhampir Species Details

Your ability score increases are determined by your subrace. (See Subraces below.) A Dhampir detects as undead for spells and effects. This only counts for spells that detect undead.

Age 

Similarly to humans, Dhampir reach adulthood in their late teens, but due to their curse live no longer than 140 years.

Alignment

Due to the nature of their curse, Dhampir tend to be more self centered and focused more on their own personal gain and survival. Some bend the law or take advantage of it to fit their needs, while others completely circumvent the law to fulfill their desires. There are however, few Dhampir that seek to redeem themselves from their curse, taking selfless actions and only partaking in blood when necessary.

Size

Dhampir stand near the same height of most humans, rarely standing taller than a height of 6 feet. Dhampir weigh an average of 150 pounds and have a size of Medium.

Speed 

Your base walking speed is 30 feet.

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 can't discern color in darkness, only shades of gray.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Guile

You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Blood Curse

Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Fangs

Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Invigorate 

Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Languages

You can speak, read, and write Common and Necrill.

Damphir Traits

Dhampirs share certain abilities with Vampires thanks to the curse they share.

Age

Similarly to humans, Dhampir reaches adulthood in their late teens, but due to their curse live no longer than 140 years.

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 can't discern color in darkness, only shades of gray.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Guile

You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Blood Curse

Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterward that cannot be removed until they consume the blood of another humanoid.

Fangs

Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Invigorate

Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Languages

You can speak, read, and write Common and Necrill.

Feral Dhampir

Rejected by their parents, often abandoned at birth, these Damphirs have not learned to control their vampiric side, often losing control of their blood lust in battle.  

Ability score increase

Your Dexterity score increases by +2 and your Charisma score increases by +1.

Royal Dhampir

You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Predatory Charm

You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Dhampir Traits

... blep

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