Dhampir

Created by GabeGrimoire
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by the vicious hunger that comes with their Blood Curse. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess, though also some of the weaknesses. With unique insights into the nature of vampires and 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.  

The Blood Curse

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. For every day they resist their urges, their urges grow and their bodies weaken. Failure to partake in the consumption of blood for more than a week, drives dhampirs to mindless ferocity and insanity, if death doesn't take them first.  

Dhampir Origins

Though the most common way for a dhampir to be born is through the union between a vampire (usually one found in Daboria) and humanoid (usually human), a dhampir can also be born through other rare circumstances. The Dhampir Origins table below provides some suggestions for your character became a dhampir.   d6 | Origin
01 | You are the reincarnation of an ancestor who was a vampiric tyrant.
02 | Tragedy interrupted your transformation into an immortal.
3-4 | One of your parents was a vampire.
5-6 | One of your parents was a dhampir.  

Vampire Society

Though vampires and dhampirs can be found anywhere, vampire society and those treated like royalty, are found in the lands of Daboria. Though many vampires may detest dhampirs for their "inferiority", those in Daboria often welcome dhampirs into their ranks and family. They may even teach dhampirs how to hunt and survive against other monsters and undead. In regards to names, dhampirs are often given names by either their family, or take a name from the races of people they are surrounded with. More often than not, they end up with a human name.  

Dhampir Traits

Your dhampir character has the following traits.  

Dhampir

Ability Score Increase Dex +1; Cha +1; +1 (Dex or Cha)
Size Medium
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Dhampirs tend towards Lawful and Good or Evil alignments.   Creature Type. You are a Humanoid.   Size. You are Medium or Small. Your height and weight are about the same as a Human (or your non-vampire parent).   Speed. Your land Speed is 30 feet.   Languages. You can speak, read, and write Common and Necrol.   Life Span. Dhampirs mature around the age of 10-20, and can seemingly live forever due to their Blood Curse.  


  Superior Darkvision. You have Darkvision with a range of 120 feet.   Between Life and Death. You detect as Undead for spells and effects. This only counts for spells that detect Undead.   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.   Touch of the Grave. You have Resistance to Necrotic Damage, and you have Advantage on Saving Throws against being Diseased. Furthermore, you have a +2 bonus to all Death Saving Throws you make.   Blood Curse. Once per week, you must partake in the blood of another creature in order to replace your own blood to survive. If you fail to do so for a week, you gain a level of Exhaustion per day afterwards. This Exhaustion cannot be removed until you consume the blood of another humanoid, at which point all Exhaustion gained this way is removed.   Fangs. Your fangs are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you deal Piercing Damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal damage for an Unarmed Strike. While you are missing half or more of your Hit Points, you have Advantage on Attack Rolls you make with your Fangs.   Invigorate. When you successfully deal damage to a living creature with blood using your Fangs, you can regain a number of Hit Points equal to the damage dealt. Any excess healing can be converted into Temporary Hit Points. Using this trait counts as a source of blood for your Blood Curse trait. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.  

Heritages

There are two types of Dhampir: Feral Dhampir and Royal Dhampir. Choose one for your character.    

Feral

A dhampir who lives in the wilderness, who is inherently savage, or who is otherwise feral in nature, is considered a Feral Dhampir. They are often characterized as “the ones who play with their food”, or “the less dignified ones”. Some however, are simply those who were abandoned by their parents or vampire culture, for one reason or another.   Sharpened Fangs. Your Fangs deal an extra 1 damage, and count as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks.   Feral Speed. Your land Speed increases to 35 feet.   Blood Frenzy. When you successfully damage a creature with blood using your Fangs, you may choose to enter a Blood Frenzy. If you do, until the end of your turn, you can use your Bonus Action to make a Fang attack against a target. If you succeed on this or any other Fang attack you make this turn, you may extend the duration of your Blood Frenzy by one additional round. When your Blood Frenzy ends, if it was extended by one or more rounds, you gain one level of Exhaustion. Once you use this trait, you can't do so again until you finish a Short or Long Rest.    

Royal

Royal Dhampirs are typically those who live (or lived) within a prominent society, more often than not, a vampire society. These dhampirs are often taught vampire culture, and to treat other humanoids (those who deserve it) with respect and dignity, despite a dhampir’s innate ability to charm them. Some still however, may choose to walk an immoral path.   Sanguine Diplomat. You have Proficiency in the Deception or Persuasion Skill.   Predatory Charm. You can magically beguile the mind of creatures. You can cast the Charm Person spell with this trait. Starting at 7th level, you can also cast the Charm Monster spell with this trait. Once you cast one of these spells with this trait, you can’t cast either of them with it again until you finish a Long Rest. You can also cast either of those spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this ancestry).
 

Playing a Hybrid Humanoid Character

Playing a Hybrid Humanoid Character

Thanks to the magical workings of the world and the love of both Amara and Tavysia, Humanoids of different species sometimes have children together. For example, folk who have a human parent and an orc or an elf parent are particularly common. Many other combinations are possible.

If you'd like to play the child of such a wondrous pairing, choose two Ancestry options that are Humanoid to represent your parents. Then determine which of those Ancestry options provides your game traits: Size, Speed, and so on. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. For example, if your character has a halfling and gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.

Finally, determine the average of the two options' Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.