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## Dhampir Born from the accursed union of a human and vampire, the Dhampir is an outcast that dwells in the twilight of life and death. Their lives echo the overwhelming influence of their undead progenitor, a dark stain that runs through everything from their appearance to their soul. ### Heir to Evil As a child of a vampire, your very being crawls with inherited sin. The divine may not be overtly harmful, but a Dhampir's eyes sting when looking upon holy symbols and hallowed ground causes a grating nausea. They are weary about entering homes uninvited and running water causes their limbs to go numb. Beyond these lingering weaknesses, Dhampir face hatred and violence from mortal and monster alike. Their flowing blood and living soul is as appetizing to vampires as any mortal's, and superstitious villagers greet Dhampir with distrust at best and hostility at worst. These factors combined make the life of a Dhampir one of extremes. They may turn vengeful and greedy, seeking to take and destroy everything in sight so they may mete out their existence without fear. Others might find somewhere they belong and zealously seek to defend whatever few may accept them for who they are. Heinous villainy and true righteousness can be found among the Dhampir. \columnbreak ### Curious Hungers The taste of blood is intoxicating to a Dhampir. While they do not need to drink blood to sustain themselves, they can and do gain sustenance from the life force of other beings. They can consume the animating force of any creature, including constructs and elementals, but live humanoid flesh is the most tantalizing meal. When a Dhampir is fattened on blood, their skin is lush and they seem lively. When a Dhampir has abstained from this feeding for long enough, they're marred with sunken features and ashen skin. Both are fully healthy, but their bodies reflect how in tune they are to their vampiric nature. Curiously, it's not uncommon for a Dhampir to have willing companions who will give of their blood to keep them happy and content. Goodly Dhampir soldiers and adventurers have little issue with drinking the blood of their foes, but find eating innocents or bystanders deplorable. Others may be opportunistic in their feeding, or care not at all for who is hurt as they embrace their appetites. ### Dhampir Traits As a Dhampir, you gain the following benefits. **Ability Score Increase.** Your Charisma score increases by 2, and either your Strength or Dexterity score increases by 1. **Age.** Dhampir are incredibly long lived, reaching adulthood in their late teens and normally living over a thousand years. **Alignment.** A Dhampir is free to choose its alignment, but their rigid natures favor strict laws. **Size.** Dhampir average a few inches taller and a bit lighter than humans. Your size is Medium. **Speed.** Your base movement speed is 30 feet. **Darkvision.** You can see in dim light within 60 feet of you as though it were bright light, and in dark light as though it were dim light. You can't discern color in darkness, only shades of grey. ***Spider Climb.*** You have a climbing speed equal to your walking speed. Additionally, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. **Bite.** Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you have a creature grappled, you can make a bite attack against it as a bonus action. **Sate the Hunger.** As a bonus action, you can make a special attack with your bite. If this attack hits, you gain enough nourishment to sustain yourself for a day, regain hit points equal to your level + your Constitution modifier, and you can't use this ability again until you finish a long rest. **Undead Resistance.** You have resistance to necrotic damage. **Night's Stride.** You can cast *misty step* on yourself once with this trait, without using material components. You regain the ability to cast this spell after finishing a short or long rest. Charisma is your spellcasting ability for this spell. **Languages.** You can speak common and two languages of your choice. \pagebreak ## Racial Feats **Warning.** These options are not perfectly balanced. Be sure to have your Dungeon Master's approval before you choose one of these feats for your character. ### Children of the Night *Prerequisite: Dhampir*
You have a keen affinity with beasts of the night, and gain the following benefits. * You can communicate simple ideas with all wolves and bats. They understand the meaning of your words, but you gain no special ability to understand them in return. * You can summon either a swarm of bats or a wolf once, and regain the ability to do so after finishing a long rest. This creature appears within 10 feet of you, has hit points equal to 10 + your half proficiency bonus (rounded down), and has all the properties of a familiar summoned through the *find familiar* spell. It vanishes if it reaches 0 hit points, leaving no trace of its body. * When you take the attack action on your turn, you can forgo one of your attacks and command your minion to make a single attack on its turn. When it hits, the attack deals piercing damage equal to 1d4 + its Strength modifier. You may use your sate the hunger ability through your familiar's attack. ### Regeneration *Prerequisite: Dhampir*
Your vampiric ancestry affords a limited well of healing power. As an action, you can begin a healing surge that lasts a number of rounds equal to your Constitution modifier. While this effect is active, you regain a number of hit points equal to your proficiency bonus at the start of your turn. You can use this ability once, and regain the ability to do so after finishing a long rest. ### Shapechanger *Prerequisite: Dhampir*
Your body can morph and twist into a new form for a brief period. As an action, you can change into either a bat or a shroud of mist and back again. All items carried with you are transformed with you. This transformation lasts until you end the transformation as a bonus action or until you reach 0 hit points. You can use this trait twice, and regain the ability to do so after finishing a long rest. * While a bat, you cannot speak, cast spells, use or benefit from magical items, or use your class abilities. Your walking speed is 5 feet, and your flying speed is 30 feet. Your stats are otherwise unchanged. * While a cloud of mist, you can't take any actions, speak, or manipulate objects. If air can pass through a space, you can do so without squeezing. You cannot move through water in this form. Your stats are otherwise unchanged. \columnbreak ### Charming Allure *Prerequisite: Dhampir*
The haunting beauty of death hangs over you like a glimmering shroud, affording you the following benefits. * Your Charisma score increases by 1 to a maximum of 20. * You gain proficiency in the Persuasion skill. If you're already proficient with it, your proficiency bonus is doubled for any check you make with it. * You learn the spell *charm person* and can cast it twice using this trait, regaining expended uses after finishing a long rest. Creatures charmed in this way become willing targets for your bite. >**Detect Balance Score: 29** > >The Dhampir is a strong option for your player characters, offering some good utility and decent recovery. With their natural weapon, it will be hard to catch them totally helpless, and their Night's Stride can make them fairly difficult to nail down. > > Their lore flavor is rich and dynamic, allowing for amazing stories of high intrigue. Because they aren't overly powerful, they won't steal the show either. The aesthetic will draw in a great deal of players, and they're dynamic enough that they can synergize well with any number of builds. > >Their racial feats may be fairly powerful, and are not quite as well balanced as I would like. If anyone has feedback or experience from playtesting, feel free to DM me over Reddit or message me on twitter @OfficialFizzle. > >
>**Art Credits.** >
>**Background:** *Castle Ravenloft* by Wizards of the Coast >
>**Dhampir:** *Dhampir* by Paizo, Inc