Homebrew Dhampir Species Details
Dhampir are the half-breed children of vampires and mortals. Poised between the worlds of the living and the dead, they retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess.
Dhampir Traits
When you create a character using a lineage option here, follow these additional rules during character creation.Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character 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 a lineage, you retain any languages you had and gain no new languages.
Creature Type
You are a 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 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 proficiency 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 colours in that darkness as shades of grey.
Unusual Nature
You don’t need to breathe.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
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. From 5th level, you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks to climb difficult surfaces.
Vampiric Bite
You can use your fanged bite to make unarmed strikes. When you attack with them, the strike uses your Constitution modifier for the attack and damage rolls, and deals 1d6 piercing damage instead of the normal bludgeoning damage for an unarmed strike. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You regain one expended hit die.
- You gain a bonus to the next ability check or attack roll you make until the start of your next turn; the bonus equals the piercing damage dealt by the bite.
You can empower yourself in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sunlight Hypersensitivity
You have disadvantage on attack rolls and ability checks while you are in direct sunlight.
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