Dhampir
Dhampir Traits
A Dhampir has a number of traits that reflect their magical ancestry. Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1. Age. Dhampir's reach adulthood roughly at the same age as humans, but can live far longer, up to 400 years, and do not suffer the same effects of aging that other races might, appearing youthful until all but their final decades. Alignment. Dhampir are typically influenced by their upbringing. A Dhampir raised close to their dark origin will tend towards an Evil alignment, whereas those who fight off their growing bloodlust and madness will tend towards Neutral and Good. Size. Dhampir share the same size as humans, though are typically more slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Your vampiric ancestry has gifted you superior vision in dark and dim conditions. 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 grey. Undead Resistances. Your link to undead blood grants you resistance to necrotic damage and you have advantage on saving throws against disease. Bloodthirst. Your fangs are natural weapons which you can use to make unarmed strikes with once per turn. You can only attack willing creatures, or one that is grappled by you, incapacitated, or restrained. If you hit with them, you deal 1 piercing damage and 1d6 necrotic damage. You regain hit points equal to the necrotic damage dealt, and the targets hit point maximum is reduced by the same amount. The target dies if this reduces their hit point maximum to 0. This reduction lasts until the target finishes a long rest. Vampiric Charm. As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to your Vampiric Charm. Languages. You speak, read, and write Common and one language of your choice.
Stat Increases
Charisma +2, one other +1 Proficiencies Gained
None Darkvision
Yes, 60ft. Languages
Common and one other. Author
Mowse
Charisma +2, one other +1 Proficiencies Gained
None Darkvision
Yes, 60ft. Languages
Common and one other. Author
Mowse
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