Dhampirs

Dhampirs

Dhampirs are humans corrupted with the taint of darkness, either through undead ancestry or through direct contact with or invocation of the Fallen Ways. Dhampirs are not themselves undead; they have merely been influenced by necromantic magic or the powers of Nebehesi. Though some distrust has always been pointed at Dhampirs, it was around the level of distrust shown towards Tieflings and Asplings until the coming of Bellus Vrakis and the rise of vampirism in Sylla. Since then, fear and revulsion towards Dhampirs has only exploded further, and they often find themselves unwelcome in civil society.  

General Information

Rarity: Uncommon (You may play this race only after consulting with the DM. There may be limits on the number of players able to play this race in a single party.)   Physical Description: Dhampirs appear largely like humans, though they have very pale and bluish-hued skin, with slightly lengthened fangs. They have an unnatural beauty to them, which is both charming and inducing of terror, and they feel very cold to the touch. Some erroneously believe Dhampirs to be undead and claim you can identify them by their decaying stench, but this is not true even for the small minority of Dhampirs who truly are undead.   Family Structure: Dhampirs have little regard for family, often being abandoned and left on their own, surviving as children only due to the guidance of darker powers. Those who taint themselves into this state are typically shunned from society and their family altogether. Sometimes, it is the case that whole families become Dhampirs, as happened in Sylla, in which case family structure remains comparable to how it was before... for a while; the near-eternal life and lust for power in every Dhampir eventually leads to great rivalries, even among kin.   Attitude Toward Society: As they are usually abhorred by mortals, Dhampirs tend to be solitary creatures, and certainly do not meld well with civil societies. Where they are welcome, such as in Sylla or Decia, they tend to be at the head of the nobility, leading masses of mindless servants, and thus social norms are literally defined by their will. The Fey are typically more accepting, but even they are wary against those with Dhampir blood.   Attitude Toward Gender: Dhampirs typically adhere to the binary that most human societies recognize. In half-undeath, there is little need to object to such things, and even less of a reason to put an extra target upon one's back.   Attitude Toward Relationships: It is often said that the Dhampirs of Sylla are lovers to rival Cinakath himself, sleeping with anybody and everybody - from kith and kin to beasts and zombies. Whether that's true is questionable, but Dhampirs typically do not weigh themselves down with marriage or life-partners. Many are asexual, though not all, and there are certainly cults and covens of Cinakath which proudly adopt Dhampir blood.  

Race (5e)

Dhampirs (5e)

ability score increase: +1 Intelligence
age: Dhampirs typically mature by age 15, and have lifespans of up to 100 years. Some mortuants and decadents may be immortal.
Size: Medium
speed: 30ft
Languages:
race features:
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.   A Taste of Death: You have advantage on saving throws against disease, and on one death saving throw per day, though this must be decided before the results of a roll are revealed.  

Mortuant

A mortuant is a Dhampir who has been blessed by Nebehesi, typically as a result of worship in her mortuary cult. Mortuants were once strictly forbidden to be men, and though this is no longer the case, few mortuants are men. Mortuants are similar to decadents, but take on the flavor of Nebehesi's blood-drinkers rather than Bellus Vrakis' kin.   The Blood Kiss: You may drink the blood of a creature that is willing, charmed, grappled, restrained, or otherwise incapacitated. This blood must be drained from the victim's neck, and does not cause any damage or harm to befall them. It does, however, instill within the victim a sense of serene calm, as well as an attraction towards you, giving you advantage on all Charisma checks against them.  

Decadent

A decadent is a Dhampir who has willingly taken on the curse of vampirism, either by accepting it from a powerful vampire or through the teachings of Bellus Vrakis. The characteristics of their powers are more akin to that of a necromancer, but they are not nearly as powerful.   Turn Undead: You may take control of an undead creature that has your hit dice or less. This undead creature functions as though you had conjured it, and takes orders directly from you. Control ends when you relent it, but you may only use this ability once per day, and it is considered 'used' when you relent your control. In other words, you must rest after stopping your control of a creature before controlling another again.  

Scion

A scion is a Dhampir who has descended from a bloodline corrupted by the curse of vampirism, or who has been unwillingly turned through the persistent influences of vampiric creatures. They do not typically wield the powers of death - nor desire to - but they are still marked by their corruption.   Rejecting the Grave: You have advantage against being persuaded, intimidated, or charmed. Additionally, you gain 1 extra hit point per level.  

Scion - Variant

Some scions find their faith return to Nebehesi. They feel comfortable on the Plane of Shadow, especially because they feel outcast from their homes on the Material Plane. Nebehesi takes a compassionate stance towards such Dhampirs. A scion Dhampir may become a variant scion later in the game, replacing their racial trait with that of the variant scion's.   The Blood-Mother's Embrace: You may disappear into the Shanor for two consecutive rounds between rests. You may reappear after one round if desired, and any action or reaction you take will cause you to reappear. When you are in the Plane of Shadow, enemies shall temporarily be unable to attack you or target you with spells (including area of effect spells).
 

Versatile Heritage (PF2e)

Dhampirs

Versatile Heritage
Your bloodline has been corrupted with the influence of the Fallen Ways. Whether you are a child of vampires dedicated to Bellus Vrakis, or stem from a cult of Nebehesi, you are a Dhampir. You gain the Dhampir trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from Dhampir feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
FangsDhampir1-Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood.
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Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
Dhampir LoreDhampir1-You have studied the Fallen Ways and become attuned to your Dhampir heritage.
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You have studied the Fallen Ways and become attuned to your Dhampir heritage. You gain the trained proficiency rank in Occultism and Deception. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dhampir Lore.
Ghost HunterDhampir1-You abhor undeath. Perhaps you oppose your very bloodline, or you are merely a follower of Nebehesi. Your blows strike true against spectral beings.
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You abhor undeath. Perhaps you oppose your very bloodline, or you are merely a follower of Nebehesi. Your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Masked SlayerDhampir1trained in CraftingMany Dhampirs, rejected by society, turn towards hunting the darker aspects of their own kind. They tend to prefer to wear obscuring masks.
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Many Dhampirs, rejected by society, turn towards hunting the darker aspects of their own kind. They tend to prefer to wear obscuring masks. You are trained in Intimidation and gain the Intimidating Glare skill feat. If you were already trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You also know how to make masks, a process that takes 1 hour and 1 sp of appropriate material. If you instead pay 50 gp for a splendid mask, the mask grants you a +1 item bonus to Intimidation while you are wearing it. Its usage is worn (mask).
Embrace the Blood-MotherDhampir5-Nebehesi offers her followers great charms, and they manifest in you through your blood.
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Nebehesi offers her followers great charms, and they manifest in you through your blood. Once per day, you can cast charm as a 1st-level divine innate spell.
Fallen PhysiologyDhampir5-Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you.
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Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases.
The Blood-KissDhampir, Necromancy, Negative5-Regardless of your bloodline's origins, you have developed a taste for blood.
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Regardless of your bloodline's origins, you have developed a taste for blood. You drink fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the higher of your class DC or spell DC or become drained 1. Regardless of the outcome of this save, the target is temporarily immune to your Blood-Kiss for 1 day; further uses of this ability against the target don't increase the drained condition or grant you more temporary Hit Points. To drink a creature's blood, either your last action must have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and your last action must have been a Strike that dealt piercing or slashing damage to them. If the target is willing, they don't need to be restrained or unconscious for the latter.
Bloodletting FangsDhampir9fangs unarmed attackYou emulate your vampiric parent's techniques for drawing blood from a victim.
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You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.
Resist the GraveDhampir13-Your resistance to undeath allows you to extend protection against negative energy to yourself or an ally in need.
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Your resistance to undeath allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast death ward as a divine innate spell.
Symphony of BloodDhampir17-You call forth the blood of your foes to grant you vigor.
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You call forth the blood of your foes to grant you vigor. Once per day, you can cast vampiric exsanguination as a 7th-level divine innate spell.
You Might...
  • Distance yourself from your heritage by trying to blend into society or even hunting undead.
  • Work harder than most to prove you're a capable and trustworthy individual.
  • Find yourself fascinated by the sight, smell, or taste of blood.
  Others Probably...
  • Assume you're the servant of a necromancer or demon, working to advance their agenda.
  • Feel unsettled by your ghostly pallor and sharp teeth.
  • Find themselves strangely drawn to your grace, charm, and appearance.