Dhampire

The children of human women, dhampires are poorly understood. What is known is that vampires are required to sire them, although the mechanism is hotly disputed among scholars. Often shunned or hunted by the living for their vampiric appearance, many dhampires quickly travel on to the next location upon being found out.

Ability Score Increase

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

Alignment

Dhampires are born a knot of contradictions, and so tend toward extreme alignments. Some seeks out protection from systems of law, surrounding themselves with protective lackeys or seeking protection from legal codes where they have rights. Others turn to chaos as they rage at either the vampires that created them or the world that rejected them. Their positions on good and evil are similarly strong, and many dhampires turn themselves into either great heroes or terrible tyrants to carve out a place in the world.

Charm of Man and Beast

You can cast the Charm Person and Animal Friendship spells once, and regain the ability to do so at the end of a long rest. Charisma is your spellcasting ability when casting these spells.

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.

Fangs

While smaller than those of a vampire and unable to suck blood, your teeth are still sharp and strong enough to hurt. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Inured to Death

You have resistance to necrotic damage and advantage on saving throws against disease.

Languages

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

Minor Regeneration

As an action, you can unlock the rapid healing of a vampire as a bonus action. You regain 1 HP at the start of your turn for a number of turns equal to your level. This feature ceases to function if you drop to 0 hit points.

Size

Born from a human mother, your size is medium.

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.

Forced into Hiding

You gain proficiency in the Deception skill.

Dhampire Feats

Blooddrinker

prerequisite: dhampire

Your fangs are particularly strong, and you have a limited ability to use them to drink blood.

As an action, you can drink the blood of an unconscious or grappled humanoid. As part of this action you can make one attack with your fangs against the creature, dealing 2d4 necrotic damage on a hit and gaining temporary hit points equal to the necrotic damage dealt.

Friend of the Nightlife

prerequisite: dhampire

You have made youyself a known friend of bats, rats, and wolves. You gain the following benefits:

  • As an action, you can summon a swarm of rats, a swarm of bats, or wolf to your aid, as is appropriate for the environment. The creature is nonmagical but otherwise acts as if it had been summoned by the Conjure Animals spell, leaving your side after 1 hour. You can use this feature once and regain the ability to do at the end of a short or long rest.
  • You can cast Animal Messenger and Beast Bond spells once, targeting a creature of the night, and regain the ability to do so at the end of a long rest.

In places where bats, rats, and wolves do not live, your Dungeon Master may choose to have these features apply to other creatures of the night appropriate to the local area.

Made by Sandmote from Giant in the Playground