Dhampir
Poised between the worlds of the living and the dead, dhampirs 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 in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.
Every dhampir knows a thirst slaked only by the living. 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 them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, some gain sustenance from the living in other ways. Blood, fresh meat, spine fluid, psychic energy, dreams, and life energy are the most common.
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. Reincarnation, a pact with certain entities, a vampire attack, a parasite, an interrupted ritual, having a vampire parent, or an experiment are some of the most likely ways someone would become a Dhampir
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.
Every dhampir knows a thirst slaked only by the living. 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 them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, some gain sustenance from the living in other ways. Blood, fresh meat, spine fluid, psychic energy, dreams, and life energy are the most common.
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. Reincarnation, a pact with certain entities, a vampire attack, a parasite, an interrupted ritual, having a vampire parent, or an experiment are some of the most likely ways someone would become a Dhampir
- Ability Scores: Dhampir's high ability scores are normally the same of whatever their original species was.
- Size: Small or Medium
- Speed: 35 ft., climb equal to your walking speed
- 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 colors in that darkness as shades of gray.
- Deathless Nature: You don't need to breathe.
- 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.
- Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 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 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 gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Languages: You can speak, read, and write Common and one other language of your choice.
Genetic Ancestor(s)
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