Dhampir
Dhampir
Born from the union of mortal and vampire, the dhampir
come into the world infused with undead power but
alive. Dhampir typically cannot sire or bear children
themselves although there are rare exceptions to this,
typically aided by powerful magic. While the dhampir
share many traits as a whole, they also differ from one
another based on the cursed nature of their vampiric
parent.
One Foot in the Grave
Dhampir straddle the line between life and death. Their
mystical relation to undeath gives them resilience
against poison and necromantic energies but they feel
the blush of life as keenly as any other mortal race.
Dhampir tend to be fascinated with mortality. In some
cases this compels a dhampir to take up the life of an
adventurer, risking her life on a nightly basis just for
the thrill. In other cases it causes a dhampir to cloister
himself away from the world, studiously working to
conquer his own mortality.
The Life Nocturnal
While the sun does not harm a dhampir as it does their
vampiric parent, the dhampir nevertheless prefer the
dim light and darkness of night to the harsh sunlight.
Their aversion to sunlight might cause the highly
superstitious or untrusting to assume that a dhampir is
a vampire. This aversion to sunlight, and consequently
the daytime, leads many dhampir to acquaint
themselves with the nightlife and criminal organizations
that operate largely in the evenings and wee hours of
the morning.
By Bloodline Broken
When vampires pass down their blood to a dhampir
child they pass along the curse that runs through their
veins as well. Although more obscure curses exist, the
three most common curses that afflict vampires are the
Curse of Nobility, the Curse of the Feral, and the Curse
of Dread. Amongst the dhampir these translate to the
Dreadblood, Feralblood, and Nobleblood. Dreadblood
dhampir inspire terror and creeping melancholy in
those around them and so tend to take up lives of study
where they can hide away from others. Feralblood
dhampir are most connected to the bestial side of
vampirism and feel most alive when hunting another or
taking a life. Nobleblood dhampir possess an unnatural
charisma and hypnotic presence that they employ to
build small communities or cults to their name and live
off the hard work of others.
Dhampir Traits
All dhampir share the following features.
Ability Score Increase. Your Constitution score
increases by 2.
Age. Dhampir mature at the same rate as humans but
live to be into their 300s.
Alignment. Dhampir are given to dark appetites by
their nature pushing many dhampir towards evil or
neutral alignments. Dhampir are as likely to be lawful as
they are chaotic.
Size. Dhampir stand between 5 and 6 feet tall and
weigh on average 140 pounds. Your size is Medium.
Speed. Your basic walking speed is 30.
Darkvision. Given their aversion to sunlight and
comfort with the darkness, it is lucky for the dhampir
they are blessed with natural darkvision. You can see in
dim light within 60 feet 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.
Hard to Kill. You have advantage on death saving
throws.
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.
Unnatural Resilience. You gain advantage on poison
saving throws and have resistance against necrotic
damage.
3
Races | Dhampir
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Daywalker. You can use a bonus action and expend a
Hit Die to ignore your Sunlight Sensitivity feature for 10
minutes.
Languages. You begin with Common and one other
language.
Subraces. Choose a subrace based on the bloodline
of your vampiric parent.
Dreadblood Traits
Your vampiric parent was a mad monster who inspired
mortals to unholy terror.
Ability Score Increase. Your Intelligence score
increases by 1.
Disquieting Presence. When a creature you can see
makes a saving throw against an illusion or frightened
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw.
You can do this after the creature makes its saving
throw but before the DM declares whether or not it was
successful.
Friend to Fear. You gain proficiency in your choice
of one of the following: Intimidation, Perception, or
Stealth
Nobleblood Traits
Your vampiric parent was a predator who hunted
amongst socialites and nobles.
Ability Score Increase. Your Charisma score
increases by 1.
Mesmerizing Presence. When a creature you can
see makes a saving throw against an illusion or charm
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw.
You can do this after the creature makes its saving
throw but before the DM declares whether or not it was
successful.
Natural Grace. You gain proficiency in your choice of
one of the following: Deception, Insight, or Persuasion.
Feralblood Traits
Your vampiric parent was a creature red in tooth and
claw.
Ability Score Increase. Your Strength score increases
by 1.
Claws of the Beast. As a bonus action you can spend
a Hit Die to transform your hands into powerful claws
for the next minute. Use the same type of die as the
one expended to activate this ability for the claws’
slashing damage. The claws count as unarmed
strikes, have the finesse property, and are
considered magical for the purposes of
overcoming damage resistances.
Primal Nature. You gain proficiency
in your choice of one of the following:
Animal Handling, Athletics, or
Survival
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