Homebrew Dhampir / Dhampirica (5e Race) Species Details
Dhampyr
Various depictions of dhampyrs.
Dhampyr
Size
Medium-sized
Alignment
Any
General Information
Diet
Omnivore/Human blood
Average lifespan
A century or more, longer than normal
Appearance
Skin color(s)
Pale
Eye color(s)
Various with large pupils flecked with red
Distinctions
Slightly pointed ears, thin build, small fangs
Creation
Some were the descendants of male vampires and mortal females, but many others had dhampyrs for parents and some resulted from a vampire of either sex biting a pregnant female. A dhampyr's powers might lie dormant for years before being quickened; dhampyrs might also have children who were normal in every respect.
Description
Dhampyrs were thin and willowy, with pale skin and slightly pointed ears. They had slightly pronounced canines and blood-red eyes. Dhampyrs were unharmed by sunlight or positive energy the way true vampires were. Many dhampyrs felt the characteristic bloodlust of a vampire as well as the ability to feed off of blood for sustenance or healing, though their thirst was much milder than that of true vampires and not all or even most dhampyrs carried out the practice.
Abilities
In addition to the characteristic blood drain ability shared by nearly all of their kind, some dhampyrs developed other unnatural abilities. Some fairly common abilities were the ability to move more quickly, enhanced night vision, or even the ability to transform into a mist for under a minute once per day. More advanced abilities might allow them to charm enemies into a daze, gain enhanced vitality from blood drinking, or other abilities that made them more like their vampiric kin.
The time it took for vampiric abilities to awaken in dhampyrs varied from one person to another. In some cases, the marks of a dhampyr's heritage skipped a generation, awakening in later descendants. In other cases, dhampyrs awakened their vampiric heritage early in their life.
In addition to abilities gained from their vampiric heritage, most dhampyrs possessed the standard abilities and physical characteristics of their mortal heritage, whatever that might be.
Psychology
Because of their unusual circumstance of being not only half-breeds, but the spawn of the undead, dhampyrs often felt out of place no matter where they were. Grim and somber, dhampyrs often were guarded and obsessive, though they also exhibited a great deal of patience and a penchant for black humor as well.
The degree of outcast feeling, however, varied from individual to individual and depended, to a certain degree, on the environment in which a dhampyr was raised. Dhampyr raised unaware of their vampiric blood might more or less pass as normal, while those who were aware of their heritage had a greater tendency to develop a fascination with death and macabre practices such as blood drinking or black humor. Some of the latter even developed a vampire-like thirst for blood, though this derived from a psychological, rather than a physical need.
Culture
Possessing some of the strengths of vampires and none of their traditional weaknesses, dhampyrs were simultaneously valued and discriminated against by both sides of their heritage.
Dhampyrs might be born into mortal society or they might be raised by vampires and treated as special but lesser members of a vampire clan. In the former case, how dhampyrs were treated depended largely on whether or not the dhampyr's neighbors knew of their true nature. In cases where a dhampyr's heritage was a secret known to only a few, many could safely pass as normal without incident. When a dhampyr's true nature was known, however, they were frequently mistreated, though in some cases their vampiric ancestry was treated as a boon rather than a curse.
Dhampyrs raised among vampires were another matter. Most vampires saw their progeny as special creatures, above the average mortal though of less value than a true vampire.[5] As a result, dhampyrs were the favored thralls of true vampires, who utilized them as soldiers and assassins, giving them tasks that were beneath a true vampire but allowed opportunity for prestige nonetheless.[6] In some cases, dhampyrs were even allowed to use the names of vampire clans as their surname, a high honor in vampiric society.
Some dhampyrs viewed their heritage as a curse, others as a blessing. The former often turned to hunting their undead brethren, becoming deadstalkers who hunted down vampires and other undead, turning vampires' own abilities against them. Those who felt their heritage made them special, however, were more likely to become bloodknights, using their supernatural abilities as a tool to make them deadlier warriors.
Dhampir / Dhampirica (5e Race) Traits
A lithe being of dark beauty appears human, though its movements, intensity, and charm are so powerful and coordinated it seems almost supernatural.Ability Score Increase.
Increase Two ability score by 2, and increase a different one by 1.
Type.
Humanoid and Undead
Age.
Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.
Alignment.
As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments
Size.
Dhampirs are of similar height and build to humans. Your size is Medium.
Speed.
Your base walking speed is 40 feet.
Truesight.
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Spider Climb.
You get a climb speed equal to your movement speed (so 45 feet), but that’s just the start. Once you reach 3rd level you get actual spider climbing, which means you can do the cool vampire thing of just walking straight up a wall without even using your hands.
Undead Resilience.
You have advantage on saves against disease. You have resistance to necrotic damage.
Superhuman.
You have an amazing physique and can appear young in relation to your real age. You are proficient in the Athletics skill. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Vampire Sense.
You are aware of any other dhampir, dhampire or vampire that comes within 120 feet of you. You know their location and their numbers if they are in groups.
Natural Acrobat.
Your body is able and flexible. You are proficient in the Acrobatics skill. Additionally, you can add your Dexterity modifier to your jumping distance.
Flight.
You have a flying speed of 30 feet, which doesn't function above 10 feet.
Telepathic.
You can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.
Unnatural Skilled.
Due to your long life span, you are naturally adept at a particular set of skills. You have proficiency in two skills of your choice.
Paranormal Senses.
The five senses taste, sight, touch, smell, and sound are greatly enhanced, which enables them to see, hear, smell, feel, and taste things imperceptible to humans. The sounds of peoples hearts reveals peoples secrets and reveals every deception. You can sense all creatures within 10 feet of you.
Vampiric Cravings.
While you don't have the actual need to drink blood like a full vampire, you still have the intense craving to do so. When you see a creature bleeding within 5ft of you, you must roll a Wisdom saving throw or attack them with your bite unless you are physically unable to even make the attack.
Die Hard.
Must have had its heart pierced, head cut off and burned to kill a Dhampir.
Blood Lust.
You are proficient with the Bite Attack (melee). This does 1d6 + Strength Modifier piercing damage. When using Bite as an Attack Action, you can use your Bonus Action to Drain a living victim (this does not require another attack roll, as you have 'latched on' to your victim) causing an additional 1d6 necrotic damage which you then gain as healing. After performing a Drain Attack, you must roll a Wisdom Saving Throw DC 20 - Wisdom Modifier. On a success, nothing happens; on a fail, you are unable to willingly release your victim and begin to grapple them. If you are not physically or otherwise forced to release your victim before your next round, you must perform the same Drain action and repeat your saving throw, locked at the victim's throat until you make your save, are physically removed, the victim breaks free or dies. If you take damage whilst Draining a victim, you may roll another Wisdom Saving Throw.
Vampire's Bite.
You have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d8 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.
Vampiric Gaze.
You can cast the charm person spell once using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You regain the ability to cast this spell when you finish a short or long rest.
Vampire Claws.
As a Dhampir your fingernails are tough like claws and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Poison Resilience.
You have advantage on saving throws against poisoned, you have resistance against poison damage.
Human Heritage.
You have advantage in Charisma (Deception) checks to pass as human.
Lifeblood.
You gain a burst of vigor from the ebbing life force of your enemies. You can use an action to drink the blood of a creature within 5 feet of you that is at 0 hit points. You gain temporary hit points equal to your level + your Charisma modifier.
Undying.
When you are subjected to death saving throws, you may grant yourself advantage on the next roll. You must finish a long rest before using this feature again.
Blood Frenzy.
Consuming the blood of the living in excess imbues you with power, and embracing it allows for you to enter a state of rage and fervor. Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.
Skulking.
You gain proficiency in the Stealth skill.
Languages.
You can speak, read, and write Common and one other language of your choice.
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