Dhampir
The secret of vampirism is defended vigilantly by the Orzhov Syndicate, and only those born into its ranks are ever granted full, living undeath. However, the necromantic energies controlled by the Syndicate are more pervasive than they realize, and people with just a hint of vampirism run amok in the Tenth District.
But the Orzhov blood drinkers aren't the only vampires in Ravnica. House Dimir has perfected the act of pulling secrets from the minds of the unsuspecting. Their so-callee mind drinker vampires are just as likely to pass on a drop of their powers.
Dhampirs are semi-mortal beings who walk the line between life and undeath, hungering for a sustenance only other mortals can provide. Being mortals themselves, they do not depend on it for survival. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
Roll on or choose an option from the Dhampir Origins table to determine how you came into your powers.
Just as not every vampire drinks blood, not ever vampire hungers for it. Roll on or choose an option from the Dhampir Hungers table to determine what your hunger is.
Dhampirs look like the mortal they were before encountering the fell energies that changed them. Some may bear marks of their transformation, while others are indistinguishable from a fully living mortal. The only seemingly universal characteristic is a set of fangs of varying length and wickedness.
Age. Vampirism wreak havoc on mortal bodies, extending and lengthening lifespan seemingly at random. Once you become a dhampir, you may have only a few years or many centuries ahead of you.
Size. You may choose either small or medium.
Speed. The shadows within you grant you surprising alacrity. Your base walking speed is 35 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.
Fell Resistance. You have resistance to necrotic damage.
Spider Climb. You have a climbing speed equal to your walking speed. Once you reach 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. Instead of using your Strength modifier for attacks made with your fangs, you use your Constitution modifier Your bite deals 1d4 + your Constitution modifier 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.
But the Orzhov blood drinkers aren't the only vampires in Ravnica. House Dimir has perfected the act of pulling secrets from the minds of the unsuspecting. Their so-callee mind drinker vampires are just as likely to pass on a drop of their powers.
Dhampirs are semi-mortal beings who walk the line between life and undeath, hungering for a sustenance only other mortals can provide. Being mortals themselves, they do not depend on it for survival. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
Roll on or choose an option from the Dhampir Origins table to determine how you came into your powers.
Dhampir Origins
d8 | Origin |
---|---|
1 | You allowed an Orzhov pontiff to feed from you to pay off a debt. One day they went too far. |
2 | You fell in love with a Dimir agent sent to kill you, and they granted you a measure of their power to evade their next encounter. |
3 | You survived being attacked by a vampire but were forever changed. |
4 | You stole just a part of the formula for a type of vampirism. |
5 | You were granted vampirism by the Syndicate, but tragedy interrupted the transformation. |
6 | Your mind broke under Dimir torture, your hunger is your scar. |
7 | You don't know your origins, but you were raised within the secret places of the Dimir or Orzhov. |
8 | A radical experiment changed your body, making you reliant on others for vital fluids. |
Dhampir Hungers
d8 | Hunger |
---|---|
1 | Blood |
2 | Flesh or raw meat |
3 | Cerebral spinal fluid |
4 | Esoteric humors |
5 | Psychic energy |
6 | A color from one's appearance |
7 | Dreams |
8 | Life energy |
Hunger & Thirst
Note: though dhampirs began life as another mortal ancestry, they retain none of that ancestry's stats and features, the fell magics having completely transformed them. However, they retain the cultural abilities they had before being changed.Dhampirs look like the mortal they were before encountering the fell energies that changed them. Some may bear marks of their transformation, while others are indistinguishable from a fully living mortal. The only seemingly universal characteristic is a set of fangs of varying length and wickedness.
Age. Vampirism wreak havoc on mortal bodies, extending and lengthening lifespan seemingly at random. Once you become a dhampir, you may have only a few years or many centuries ahead of you.
Size. You may choose either small or medium.
Speed. The shadows within you grant you surprising alacrity. Your base walking speed is 35 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.
Fell Resistance. You have resistance to necrotic damage.
Spider Climb. You have a climbing speed equal to your walking speed. Once you reach 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. Instead of using your Strength modifier for attacks made with your fangs, you use your Constitution modifier Your bite deals 1d4 + your Constitution modifier 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.
When you hit a creature that isn’t a Construct or an Undead with your bite, you can empower yourself in one of the following ways of your choice:
- Regain hit points equal to the damage dealt by the bite
- Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite
You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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