Brought to you by Jörmunds using The Homebrewery . The Dhampyr description and traits were extrated from DnDBeyond Homebrew's page:

On the flipside, Dhampires consider those who do accept them as diamonds in the rough--that is-- rare cronies that don't want to see them burned alive. These friends of a Dhampire, either do not succumb to their feelings of dread, or do not apparently suffer from these feelings at all. Once a Dhampir makes a friend, unless some unfortunate occurence drives them apart, they tend to be friends for life, and a Dhampir will do whatever they can to keep them healthy and happy. Credit: albe75 ( https://www.deviantart.com/albe75/art/Dhampir2-400103491 )

As a result of being orphaned, ignored, shunned, or hated; Dhampires tend to be loners. They struggle making friends, or really any meaningful connections with others. They are quiet, preferring to keep to themselves to avoid trouble. A loud, boistrous Dhampire is asking to be put in an early grave by holy folk or fearful serfs.

Dhampires can almost pass for human but in small communities, the subtle differences will eventually tip off the townsfolk. An angry mob might form with a mission to crucify the would be "vampire" or at the very least, drive it far away from town. In a large urban sprawl, a Dhampir can much more easily blend in with the crowd, especially since there are often much more visually striking oddities roaming around, catching everyone's attention. Regardless of the community they live in, or how human Dhampires look, they just can't shake the fact that they exude an overwhelming sense of dread or impending doom towards whoever they interact with. The feeling is visceral and supernatural in nature

Dhampires are elegant looking humans, with grace and confidance oozing from every step they take. They are often good looking humanoids, with sleek, black hair and cold, piercing eyes. They look nearly human, except they tend to be slightly thinner and taller than humans on average, they have remarkably pale skin, and have 2 menacing incisors that reveal themselves whenever a Dhampire smiles or bears it's teeth.

Vampires are insidious creatures, that play with their servants over a period of time. If the vampire so desires, he lures the charmed woman to his lair. It is there that he impregnates the woman. This is how Dhampires are born. For inexplicable reasons, the mother almost always perishes during the birthing process. If the dhampire infants are not killed immediately after birth, they are often orphaned, and forced to live a life of solitude and distrust.

Sometimes spelled dhampyre, dhamphir, or dhampyr; Dhampirs are the unholy union between a human woman, and a male vampire. Vampires often stalk women at night, waiting for a perfect moment of vulnerability to strike. When the opportunity presents itself, the vampire swoops in, and bites the victim on the neck, making her his thrall, or his magically charmed, unwilling servant.

Spurned by the World

Often left for dead, the lucky few Dhampires that do get saved from the elements eventually form an uneasy bond with their caregivers. As a Dhampir reaches maturity, their caregivers see them more and more as monsters. Their vampiric origins become apparent, and while they were once offered a loving home, it is overwhelmingly common for Dhampires to be driven out of such homes-- sometimes with weapons pointed at them, threatening their life. So these rejects of society are forced to roam the world, tirelessly looking for a place to belong.

Contrary to popular opinion, Dhampires are not necessarily evil. Though many do succumb to their darker nature, or are driven there by how society treats them, many grow to abhor the very creatures responsible for creating them, and seek to destroy them in any way they can. Their motivations may be primarily vengeance, but such Dhampires often do so because they want to rid the world of evil, and destroying vampires is a logical place to start since they already have a personal vendetta with one.

Other good dhampires may simply just want to fit in and live a normal life. They are driven by an insatiable need for normalcy, even monotony in their lives. Dhampires may not be driven to destroy evil or protect others, but rather to just subsist and interact with others without having to flee from town to town or having to worry about plots being devised to destroy them.

Dhampir Names

The name a dhampir takes is largely based on the society their original care takers are from. The majority come from human homes due to their resemblance to true humans and as such most have human names.

Dhampir Traits

Dhampirs share certain racial traits as a result of their vampiric origins.

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Dhampirs mature at the same rate that humans do, however, they can live indefinitely as far as anyone knows.

Alignment. Many Dhampir struggle with their inner darkness, either succumbing to evil, or growing to abhor it. As a result of their tumultuous inception, they tend towards a chaotic alignment.

Size. Dhampirs are the same size and build as humans. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Cursed by your vampire heritage, you can easily see through darkness. 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.

Vampiric Resistance. You have resistance to Necrotic damage.

Vampiric Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Bite. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike

Blood Lust. In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common.

Blood Sates

The Dhampyr has three states in which he will be found depending on its codepende with blood.

Blood Rejection

The Dhampyr moves away from its darker origin and refuses to drink blood.

If you have not drank blood before, or you manage to overcome the thirst of blood, you get this state:

The skills and statistics of the original race are maintained.

Only One Drop

The Dhampyr knows the pleasures of the blood, but refuses to give in to his inner monster. However, many know that it is very easy to fall into temptation past the threshold, where dark powers await in exchange for their humanity.

If you drink fresh blood of a medium beast:

Your Darkvision increases to 120 ft.

You gain a climbing speed of 20 ft.

Your movement increases by 5 ft.

Your AC Without Armor is 12 + Dexterity Modifier.

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.

Blood Thirst. If you spend 3 days without drinking blood, you gain one level of exhaustion, which cannot be removed through any means other than consuming blood.

Every third day you spend without drinking blood, you must take a DC 10 Constitution saving throw, or gain one level of exhaustion. If succeeded, one level of exhaustion acquired in this way is eliminated.

Only when the dhampyr has eliminated every point of exhausation due to the Blood Thirst can return to the "Blood Rejection" state.