The effects of their heritage on their personalities greatly depends on the circumstances of their enviroment while growing up. If raised in normal circumstance, a Dhampir can pass off as normal, while those aware often became outcasts and developed an unhealthy facination with death and practices such as drinking the blood of others.

Being not only half-breeds, but spawn of the undead, Dhampir often felt out of place almost everywhere. This feeling of exile varied from individual, however, and usually depended on how their heritage manifested. Some Dhampir even develop a vampire-like thirst for blood, but sometimes this derived from a psychological, rather than a physical need.

A Dhampir is often an outcast to society. Typically discriminated against by both sides of their heritage, a Dhampir could be raised as a lesser Vampire by their elder, or be raised as a part of mortal society as long as their true heritage remains secret. Dhampirs are already rare by themselves, and many take great strides to hide themselves, so finding one can prove difficult, if you even notice their heritage.

Often descendants of Vampires and mortals, many other Dhampir, or more commonly known as half-vampires were beings resulted from a Vampire biting a pregnant female, tainting the child and causing them to develop vampiric traits. They could also be a result of a human-vampire union, or offspring of other Dhampir.

Dhampir were often thin and pale with slightly pointed ears, even without elven ancestry. They often had pronounced canines, and eyes in the shade of a red crimson. While not as vulnerable to sunlight as the Vampire, they are often overly sensitive to it, and avoid it, as it negatively affects their skin.

Dhampir Traits

Your Vampiric heritage manifests in traits you share with other Dhampir.

Ability Score Increase. Your Constitution score

increases by 2

Age. The Dhampir traits usually manifest at 16 years of age, and while Dhampir are not immortal like the Vampire, depending on how strongly they showcase their Vampiric traits, they can have greatly increased lifespans. Usually a Dhampir lives to 1.3 times their mother races average lifespan.

Alignment. Most Dhampir lean towards Neutral and Evil, often affected by their Vampiric traits. They most often lean on the extremities of chaos or lawful, and often do not fall into the middle grounds.



Size. Dhampir size is based on their original race. Regardless, your size is Medium.



Speed. Your base walking speed is 30ft.





Darkvision. Accustomed to living in the dark, your vision in the dark is superior to most mortals. 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.





Undead body. Due to your undead heritage, you gain resistance to necrotic damage. However like most undead, you are extremely sensitive to divine magic, and gain vulnerability to radiant damage.

Because of your body, poisons designed to work on the living won't be as effective on you. You have advantage on saving throws against poison, and you have resistance against poison damage.



Stench of Blood. You gain advantage on Wisdom (Perception) Checks that rely on smelling blood.



Vampiric Trance. Dhampir don’t sleep. Instead, they fall into a death like state for 4 hours a day. (The common word for such a state is “trance.”) While in trance you can be woken up, though this stops your rest. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.



Subraces. Dhampir can be divided between differences in their heritages. Some display different traits relating to their birth or heritage. Choose Daywalker, Fullblood or Feral as your subrace.

2

Daywalker

Born under the blessing of a god or a priests blessing, Daywalker dhampir are tied closely to life and are almost like normal humans. They can walk under the sun without any ill effects.

Ability Score Increase. Your Wisdom score increases by 1.

Blush of life You gain proficiency in Insight, Religion or Persuasion.



Inspiring presence Whenever you roll an Ability check or another friendly creature you can see rolls an Ability check you may choose add 1d4 + half your total level rounded down to the roll. You can choose to use this feature after you or a friendly creature rolls the dice, but before the outcome is determined. Once you use this feature you must finish a long rest before using it again.



Fullblood

As a fullblooded Dhampir you possess the thirst for blood of a Vampire. You have a strong connection to your vampiric blood, allowing you to charm others and heal yourself using their blood.

Ability Score Increase. Your Intelligence or Charisma score increases by 1.

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 learn the Friends Cantrip.



Life drinker. You can use an action to make a melee bite attack against a creature in range. You can add your strength or dexterity and proficiency bonus to the attack roll. On hit deal 1 piercing damage and 1d6 necrotic damage, and gain that many temporary hit points.





Feral kindred

Born under the light of the moon, you feel a strong connection to the beasts of the night. You can communicate with these beasts, and can invoke a transformation while under the moon's light.

Ability Score Increase. Your Strenght or Dexterity score increases by 1

Superior Darkvision. Your Darkvision has a radius of 120ft.

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.

Beast speech. You may cast Animal Friendship at will only targetting bats, wolves or rats. Charisma is your spellcasting ability for this spell.

Shapechanger. If you are in dim light or darkness, you can cast polymorph targetted on yourself to transform into a wolf or a rat. Once you reach 3rd level you may also transform into a bat. In this form you retain your Wisdom, Intelligence and Charisma scores. Once you use this ability, you can't do so until you finish a long rest.















