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title: 'Official Race: Dhampir'
description: ''
tags: ''
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# Dhampir
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 in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
### Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
### Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
```
```
### Dhampirs in the Domains of Dread
When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread:
**Barovia.** In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.
**Darkon.** The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.
**I’Cath.** At night, the starving city of I’Cath is overrun by vampiric jiangshi. You were left with a cold hunger after an encounter with one of these unquiet ancestors.
This document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
\page
##### Dhampir Hungers
|d6| Hunger|
|:---:|:----|
|1| Blood|
|2| Flesh or raw meat|
|3| Cerebral spinal fluid|
|4| Psychic energy|
|5| Dreams|
|6| Life energy|
##### Dhampir Origins
|d8| Origin|
|:---:|:---|
|1 |You are the reincarnation of an ancestor who was a vampiric tyrant.|
|2 |Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.|
|3 |You survived being attacked by a vampire but were forever changed.|
|4 |A parasite lives inside you. You indulge its hunger.|
|5 |Tragedy interrupted your transformation into an immortal.|
|6 |You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.|
|7 |One of your parents was a vampire.|
|8 |A radical experiment changed your body, making you reliant on others for vital fluids.|
### Dhampir Origins
Each dhampir was once another race before being turned. Refer to that race's description for name ideas, alignment suggestions, and other information.
### Dhampir Traits
Your dhampir character has certain characteristics in common with all other dhampirs.
***Ability Score Increase.*** You increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1.
***Age.*** Dhampirs mature at roughly the same rate as their original race, but do not age further after reaching maturity and they do not die of old age.
***Creature Type.*** You are a humanoid. You resemble the humanoid race you were before you became a dhampir.
***Size.*** You are your choice of Small or Medium; refer to your original humanoid race before you became a dhampir.
```
```
This race has had a slight adjustment to it based on the official version. If you want to use the official dhampir race and lineage, remove the *Imperfect Undeath* feature.
***Imperfect Undeath.*** You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.
***Speed.*** Your base 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. You can't discern color in darkness, only shades of gray.
***Ancestral Legacy.*** You gain proficiency in two skills of your choice.
***Deathless Nature.*** You don’t need to breathe.
***Spider Climb.*** You have a climbing speed equal to your walking speed. At 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
***Vampiric Bite.*** Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
***Languages.*** You can speak, read, and write Common
and one other language of your choice.
\page
### Dhampir Lineage
The description of this race might suggest various things about the behavior and personality of that people's archetypal adventurers. You break the mould, however. You may ignore those suggestions, whether they're about alignment, moods, or interests. Your character's personality and behavior are entirely yours to determine.
Instead of choosing the previous traits of a stereotypical dhampir, you can use the following traits to represent your character's lineage.
***Ability Score Increase.*** One ability score of your choice increases by 2.
***Creature Type.*** You are a humanoid. You resemble the humanoid race you were before you became a dhampir. However, the ability to live off the lifeforce of others doesn't come naturally to you.
***Size.*** You are your choice of Small or Medium; refer to your original humanoid race before you became a dhampir.
***Speed.*** Your base walking speed is 30 feet.
***Feat.*** You gain one feat of your choice for which you qualify.
```
```
***Imperfect Undeath.*** You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.
***Languages.*** You can speak, read, and write Common and one other language of your choice.
***Variable Trait.*** You gain one of the following options of your choice:
___
- ***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. You can't discern color in darkness, only shades of gray.
___
- ***Skilled.*** You gain proficiency in one skill of your choice.
\page
### Created Dhampir
Sometimes an adventurer becomes a dhampir after a time of adventuring. When this happens, the original racial traits that adventurer had disappear and are replaced with the following traits.
*Becoming a dhampir during a campaign is up to your DM's discretion. A PC doesn't gain the following traits until their DM says so.*
***Age.*** Dhampirs mature at roughly the same rate as their original race, but do not age further after reaching maturity and they do not die of old age.
***Imperfect Undeath.*** You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.
***Speed.*** Your base walking speed is 35 feet.
***Ancestral Legacy.*** If you replace a race with this lineage, you can keep the following elements of that race: ability score increases, languages, any skill profciencies you gained and any climbing, flying, or swimming speed you gained.
```
```
***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. You can't discern color in darkness, only shades of gray.
***Deathless Nature.*** You don’t need to breathe.
***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.
***Vampiric Bite.*** Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
\page
### Dhampir Sourcebooks
This version of the dhampir race is official D&D material.
It was taken from *Van Ritchen's Guide to Ravenloft*.
The Dhampir Lineage option was presented in *Tasha's Cauldron of Everything*.
The *Imperfect Undeath* feature is from Midgard's Book of Ebon Tides.
### This Document's Credit
This document was compiled, formatted, adjusted, copy edited, and (semi)-balanced by *LtKodiak*.
*homebrewery.naturalcrit.com/user/ltkodiak*
*Google Drive folder with downloadable PDFs*
*BigBeard.Design/LtKodiak*
### Copyright Stuff
Most of the words in this document are copyright of *Wizards of the Coast*, either directly or indirectly. Words were written using the phrasing present in Wizards' official documents.
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```
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