Homebrew Dhampir Race Details

An offspring created through the union of a Vampire and a non-vampire member of humanoid race. They are extremely rare due to their low success rate of birth, being an unholy amalgamation that few ever see within their lifetimes. While they are of undead lineage many hold moral aspects akin to their non-vampiric side and so, many have their alignements spread in a case to case basis.

A dhampir can emerge from any small or medium humanoid race (Human, Elf, Gnome, Tiefling, Dwarf, etc.) given the 2 parents of the dhampir are offspring compatible and the races of both have blood in their veins. Although the child will not garner any of the natural abilities of its parent races, it will instead gain inherent vampiric abilities as a substitute. A dhampir does not require blood to be its main form of sustenance, but it will require blood for the repeated use of its inherent powers.

Dhampir Traits

Vampiric Bite

Upon preforming a successfull grapple action you can use a bonus action to deal 1d4 piercing damage to the creature you are currently grappling, you then gain hit points equal to the damage dealt and restore the ability to use your race spells. Creatures immune to piercing damage are entirely immune to this attack and creatures that exist with no blood in their body take piercing damage but do not grant you hit points or the reuse of your spells. If you kill a creature using this trait you get the max number possible from the damage dice as healing despite the damage you dealt. • The damage die of the Bite increases to become 2d4 at level 10, and 3d4 at level 20 When within 5 feet of a charmed or willing creature you may use this ability without the need to grapple and take the maximum amount of healing able to be given. This deals no damage to the charmed or willing creature this ability is used on, leaving them with 1 level of exhaustion instead.

Undead Lineage

Due to your vampiric heritage you have an innate affinity for resisting necrotic energy and a weakness for energy of a radiant nature. You gain these following effects: •You have an innate resistance to Necrotic damage. •You have an innate vulnerability to Radiant damage.

Blood Magic

Due to the supernaturality of the blood in your veins you gain the ability to weave spells similar to that of most vampires. Your spellcasting modifier for these spells is Charisma •At 1st level you have gain the Minor Illusion cantrip.

•At 3rd level you gain the Charm Person spell. •At 5th Level you gain the Vampiric Touch spell. These spells are always prepared and do not count against your known spells. You can only use the Charm Person and Vampiric Touch spells once per day or until you use your Vampiric Bite on a creature with blood, at which point the spells usage is reset.

Daywalker

Due to half of your essence being non-vampiric in nature you have the ability to walk in direct daylight without taking damage. You instead have the drawback of gaining 1 point in exhaustion for every 3 hours you stand in direct daylight. You can remove up to 2 levels of exhaustion every time you use your Vampiric Bite trait on a creature with blood.

Eyes of the Night

You have darkvision at a range of 120 feet. You can see in dim light 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 grey. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. You have advantage on attack rolls and Wisdom (Perception) Checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in complete darkness.

Your Strength, Dexterity, and Charisma scores are all increased by 1.