Dhampir

Dhampir Traits

Your dhampir character's vampiric heritage gives them the following traits that they share with all other dhampir.

Ability Score Increase. Your Charisma, Dexterity, and Strength scores all increase by 1

Age. Dhampir age in a very strange manner. After reaching the age of 25 they cease to physically age, so long as they continue to consume the blood of humanoids every week or so. Dhampir have no defined lifespan due to this and could seemingly live forever if they continue this practice. If a dhampir does stave off their hunger for humanoid blood, they will age, in a matter of weeks, to their age in human years. A very old dhampir will most likely die from this situation .

Alignment. Dhampir do not hold their parents' adherence to evil, but the actions they may be forced to take by hunger often force them into villainous roles.

Speed. Your base walking speed is 30 feet.

Size. Dhampir are the same height as humans, but even despite their greater strength, they often appear emaciated, resulting in a lower weight.

Languages. You can speak, read, and write Common, and one extra language of your choice.

Darkvision. Your eyes are accustomed to the dark of the night. 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.

Night Stalker. You have proficiency in your choice of the Athletics, Deception, Perception, or Stealth skills.

Bite. You are proficient in your fangs, a natural melee weapon that deals 1d4 piercing damage. When attacking with this weapon, you may use Strength or Dexterity for the attack and damage rolls.

Blood Feast. When you hit a creature that is allowing you to bite them, grappled by you, restrained, or incapacitated with a fang attack, the creature must make a Constitution saving throw. The DC of this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

On a failed save, the creature takes necrotic damage equal to 1d6 + your level divided by 2 (rounded up), and and its hit point maximum is reduced by an equal amount. This reduction lasts until the creature next finishes a long rest. On a successful save, the creature takes half as much damage and does not have its hit point maximum reduced.

If the creature you hit is a living humanoid, you regain hit points equal to the necrotic damage dealt to the humanoid.

Vampiric Resistance. You have resistance to necrotic damage.

Sunlight Hypersensitivity. While in direct sunlight, you have disadvantage on all attack rolls and ability checks.

Blood Dependency. You must consume 30 ounces of blood each day. You can go without blood for a number of days equal to 3 + your Constitution modifier (minimum 1). At the end of each day beyond that limit, you automatically suffers one level of exhaustion. After consuming at least 30 ounces of blood, the count of days without blood resets to 0. When you use your Blood Feast feature, you are considered to have consumed an number of ounces of blood equal to amount of damage the creature takes.

Dhampir are not normal; even less normal than tieflings, dragonborn, and other uncommon races. You can use the following table to better define your dhampir in addition to the trait, ideal, bond, and flaw from your background.

Dhampir Quirks

d8 Quirk 1 You get seasick exceptionally easily. 2 Entering buildings without the express permission of an occupant gives you intense anxiety. 3 You have an overpowering phobia of needles and other such pointy objects. 4 You only eat your meat raw. 5 Your skin is ice cold. 6 You have an allergy to silver; your skin burns whenever it comes in direct contact with the metal. 7 The irises of your eyes turn to a deep crimson red when you are angered. 8 You naturally attract animals such as bats, rats, and wolves.

Vampiric Charm

Prerequisite: Dhampir

The blood of vampires flows strong in your veins, allowing you to access their ability to charm their victims. You learn the spell charm person, which you can cast once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a short rest. Charisma is your spellcasting ability for this spell. When you cast this spell, your target is always willing to allow you to bite them, and dealing damage to them with your bite attack will not end the effects of the spell. A creature that succeeds its saving throw against this spell is immune to its effects until it next finishes a long rest.

Art by Albe57 on Deviantart