Dhampir
When a pregnant woman is turned into a vampire, the child growing within her is transformed into a living-undead hybrid known commonly as a dhampir. With few turned mothers surviving the stresses of birthing a dhampir child—and with even fewer having an interest in raising such a child rather than serving the will of their creator—most dhampirs end up as orphans.
Despite their exquisite beauty and supernatural charm, dhampirs face a lifetime of prejudice, mistrust, fear, and persecution. Folks who witness the seemingly evil nature of a dhampir child’s supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. In time, each and every dhampir must learn to cope with these difficulties in order to find their place in the world—and in order to survive.
Dhampir Traits
Dhampirs share certain traits as a result of their vampiric heritage.
Ability Score Increase. Your Charisma score increases
by 2, and your Strength, Dexterity, or Constitution score in-creases by 1.
Age. Dhampirs mature at the same rate as humans, but live twice as long.
Alignment. Dhampirs might not have an innate tendency toward evil, but many end up there. Whether they're evil or not, dhampirs tend toward a lawful alignment.
Size. Dhampirs are the same size and build as humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Lifedrinker. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. As an action, make a melee attack against the target. If you hit with it, you deal piercing damage equal to 1 + your Strength modifier, plus 1d6 necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt.
After dealing necrotic damage with this trait, your Sunlight Sensitivity trait is suppressed until you finish a long rest or take radiant damage.
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.
Vampiric Charm. You know the friends cantrip. Once you reach 3rd level, you can cast the charm person spell once with this trait as a 1st-level spell. Once you reach 5th level, you can also cast the suggestion spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for these spells, and you can cast them without material components.
Vampiric Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common and one extra language of your choice.
Dhampir Feat
If your DM allows the use of feats, your dhampir character has the option of taking the following feat.
Deep Drinker
Prerequisite: Dhampir
You have improved your ability to drink the blood and life from others. You gain the following benefits:
- Your Lifedrinker attack deals piercing damage equal to 1d6 + your Strength modifier, plus 2d6 necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduc-tion lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- When you deal necrotic damage with your Lifedrinker attack, you can choose to regain hit points equal to the necrotic damage dealt instead of gaining temporary hit points. Once you use this ability, you cannot regain hit points this way again until you finish a short or long rest.
Credits
Author: LankyFamiliar (LankyFamiliar#2545)
Art: Dhampir2 by albe75
Thanks: The folks on the Discord of Many Things and those in /r/UnearthedArcana.