Dhampir

   

Features

Ability Score Increase: Your Charisma Score increases by 2.   Size: Your size is Medium.   Speed: Your walking speed is 30 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.   Physical Enhancement: A mortal's transformation into a vampire offers a host of physical enhancements, like strength, speed, and agility, and you have inherited some of this enhancement from your undead parent. Your choice of score from either Strength, Dexterity, or Constitution increase by 1.   Vampire's Bite: You have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may use this ability to gain temporary hit points a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.   Vampiric Gaze: You can cast the Charm Person spell once using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You regain the ability to cast this spell when you finish a short or long rest.   Vampiric Weakness: Your vampire heritage leaves you with some of their enhancements, as well as some of their weaknesses. Choose 2 weaknesses from the list below. These weaknesses have corresponding enhancements that lesson their effects. You must consume a substantial amount of blood of a non-evil living creature at least once per ten day in order to obtain the enhancements from this trait.  
Type Weakness Enhancement
Wooden Stake If hit by a wooden weapon that does piercing damage, you are paralyzed as long as the weapon remains lodged within you torso. Your walking speed increases by 10 feet.
Sunlight You have Sunlight Sensitivity. You gain Superior Darkvision.
Silver Weapons You have Vulnerability to bludgeoning, piercing, and slashing damage from Silvered Weapons. When exposed to moonlight, you regain hit points equal to your proficiency bonus once every 1 hour.
Fire While within a 20-foot radius of an open non-magical flame, you are considered Blinded. You have Blindsight within a 10-foot radius.
Running Water While fully or partially submerged in water, you will lose a number of hit points equal to your proficiency every 1 minute. You are able to cast the Polymorph spell once per long rest at the 4th-level. You can only use it to turn yourself into a Bat. You do not need to use any material components.
Languages: You know how to read, speak, and write Common and Necraul.

Basic Information

Biological Traits

Dhampir tend to reach adulthood around the age of 18, but never mature past this point. They appear to be young adults for their entire lifetimes.
Lifespan
?? years
Average Height
5 to 6 feet
Average Weight
110 to 180 lbs.

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