Re-Vamped Dhampir

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Re-vamped Dhampir

Stalking through the night air, a lone figure sniffs at the air while glancing at the sun. Seleting a young woman who works at the tavern, as the sun dips below the horizon, he pulls the hood from his face and falls upon the poor soul.

Hiding below the sewers, a haggard woman in tattered silken clothes kneels above a still-warm corpse, blood smeared across her lips. Hearing the sounds of guards entering her private chambers, she prepares for a feast.

Vampires-Lite

Vampires have long stalked the night, existing as a dark mirror to humanity's own morality. 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, sharing a small portion of their progenitors' power...and their thirst. Full-blooded vampires scoff at the Dhampir's inherent weaknesses, though the ability to keep a feet in both the worlds of the living and dead is an invaluable tool to many who are often scorned by both.

Cursed Nature

Stuck between both worlds of the living and the dead, Dhampirs lose something of themselves as the ages roll past. Relationships mean little as they watch friends grow old without them, turning bitter as they're left with their only companion being the thirst that forever gnaws at them.

Dhampirs embody this perhaps more than their kin. Despite being gifted with abilities some people may only dream of, the cost for such gifts comes at a steep gift few ever consider. Every Dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Things they once enjoyed now feel empty, nothing comparing to the taste of another.

Such hungers often leave the Dhampir in question to view others as mere cattle to be grazed upon, losing all sense of their humanity from before the transformation. Their new powers certainly don't help this.

Vampiric Appearance

Often portrayed as possessing unearthly beauty, this is not always the case. Vampire hunters delight in the smallest chances to track their quarry, and are often given many changes. Fangs that start to protrude from their upper row of teeth, no reflection in mirrors or other reflective surfaces, these common traits are passed down to each Dhampir. also possessing dry, pale skin and occasional burns from the sun, a keen observer can likely determine their true nature.

Many creatures shun and fear anyone touched by the Sanguine Curse, and their reactions can range anywhere from frightened to violent. Often finding themselves on the end of a pike, Dhampirs cautious of this fate mask themselves in a bid to survive4, using anything from makeup to magic. This, however, has the unintended consequence of opening many to blackmail should one discover their curse.

Dhampir Traits

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and learn no new languages.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose when you gain this lineage, unless you are replacing your race with it instead, retaining the size of your original race.

Speed. Your 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.

Deathless Nature. You don't need to eat, breath or drink water, and you don't age.

Bloodthirst. Both gifted and cursed, your nature allows you to make a bite attack to drain the life of the poor sap that is on the other end. Make an unarmed attack roll, using constitution for the attack modifier, against a willing humanoid, one that is grappled by you, unconscious, charmed or restrained. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. You regain hit points equal to the amount of necrotic damage dealt.

Sanguine Curse. Born of the undead, you are largely spared from the full vampiric curse. However, some of their bane still flows through your veins, providing a weakness not found in mortal men.

  • If an attacker rolls a natural 20 on an attack with a silver weapon or wooden stake while you have a quarter of your hit points (rounded up) or fewer, it is lodged into your heart and you are paralyzed until it is removed with an action from another creature.

  • If you go for 7 days without drinking at least a pint of blood, or using your Bloodthirst ability, your hit point maximum is reduced by 1d10, and continues to drop by 1d10 for every week you continue to not drink. This reduction can’t be removed until you've consumed a pint of blood for every d10 you're missing, and completed a short or long rest.

Subrace. You have additional powers depending on the condition of your creation.

Lightstalker Lineage

You are one of the few vampiric creatures able to live in the sunlight like a normal person. Your features are almost the same from before your transformation, and your skin unbothered by the midday light. Some, seeing their roots with the humans, take the chance to act as bastions of humanity. Others are the wolf in sheep's skin, picking their choice of meal each night, never suspected as the true moster.

Hidden Among Humans. You gain proficiency in the Deception skill, and have advantage on any check to convince someone that you're a regular human.

Misty Escape. As a reaction after taking damage, you create a 20 ft sphere of fog centered around yourself. The sphere spreads around corners, and the area is heavily obscured. The cloud lasts for a minute or until a wind of moderate speed or greater disperses it.

Once you use this ability, you can't use it again until you've completed a short or long rest.

Unholy Charm. You can cast the Charm Person spell with this trait once without expending a spell slot or using any components, though you must make eye contact with the target. You regain the use after a long rest. If you have any spell slots from a class or other source, you may cast this spell with them. Charisma is your ability modifier for the spell.

Nobleblood Lineage

A Dhampir in tune with their vampiric roots, having abilities traditional of vampires and a stronger bite, they are the most likely to stray towards an evil path. When purposely created by a full-blooded vampire, these Dhampirs are most often created to embody their sire's nature.

Unquenchable Thirst. The necrotic damage of your Bloodthirst attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) ability checks that rely on sight while you, the target of your attack, or anything you are trying to perceive is in direct sunlight.

Feral Lineage

Gifted with a kinship for the vermin and predators of the world, you are capable of shifting into their forms and taking flight. Many of these Dhampirs have a more Feral look to them, possessing bat-like facial features and pronounced canines, they often shun popular dwellings, living in city slums with company that they enjoy. Considered wild animals, many scoff at society, though just as many live semi-normal lives, hidden among the low-lifes of society.

Shapechanger. You may take an Action to shift into a tiny bat, a cloud of mist, or back into your normal form.

While a bat, your walking speed is 5ft, but you gain a flying speed of 30ft and cannot take the Attack action. You're unable to speak, and any equipment you are wearing or holding when you morph merges into your new form or drops to the ground. Your statistics, other than your size and speed, remain the same in any form, but you cannot speak while in bat form.

Whilst in mist form, you gain the following features: You cannot take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can fit through a space, then you can as well. You cannot pass through liquid, and this does not give you the ability to cross running water. You also have resistance to all non magical damage, though any object you are holding or armour you are wearing merges into your mist form or immediately drops to the ground. The GM may decide if they feel the object cannot merge.

If you take more than a quarter of your maximum health (rounded down) in damage while in bat form, you are forcibly transformed back into your normal form, taking fall damage where appropriate, and are unable to use this trait again for a minute.

Blood Frenzy. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute. You also have disadvantage on Wisdom saving throws during this time.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) ability checks that rely on sight while you, the target of your attack, or anything you are trying to perceive is in direct sunlight.

Art Credits:

"Dhampir" - Paizo,
"Haunted Forest" - Sam Turner,
"Screeching Bat" / "Stalking Vampire" - Slawomir Maniak

Thaumaturge Lineage

Having all the time in the world to study is a particularly appealing prospect for many mages. When transformed, they often are absorbed in their craft for decades, often now focusing on sangromancy instead. Isolated in their towers, they now become premier arcanists, perfecting their craft over centuries.

Arcane Potential. You know the Prestidigitation cantrip, in addition to the Hex spell. Starting at 3rd level, you can cast Invisibility on yourself with this trait, without requiring a material component.

Once you cast any of the spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them.

Honed Mind. Your nature warps any spells you are able to cast, the blood now fueling much of your arcane power.

Rather than regaining hitpoints with Bloodlust, you may instead regain a first level spell slot, provided you are able to cast spells. You may use this feature a number of times equal to your proficiency bonus, and may do so again once you complete a long rest.

Vampiric Weakness. You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it. This only affects lived in buildings. A hotel room would apply, yet a warehouse would not. The DM has final say on what exactly counts.

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