Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. 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.

Basic Information

Genetics and Reproduction

There are many different ways that one can become a Dhampir. About half of Dhampir are those who have a parent that is a vampire A reincaration of of an ansester vampire tyrant and surviving an attack from a vampire are a quarter of the dhampir. The other options in the list for how one became a dhampir are the other quarter.

Growth Rate & Stages

Those that are born Dhampir's hit maturity around the time when there mortal parent would. Dhampir live an extra 100 years than what their mortal parent or original species is.

Dietary Needs and Habits

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.

Additional Information

Perception and Sensory Capabilities

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills 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 discern colors in that darkness as 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.

Genetic Ancestor(s)
Origin/Ancestry
Undead

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