Dhampir

Dhampir born from humans are typically found in Niufu, Skirg, Twog, or Zelen; and dhampirs born from dhampirs are typically found in Unarkra.
  • Ability Score Increase. Increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
  • Size. Small or Medium. You choose the size when you select this race.
  • Speed. 35 ft., climb equal to your walking speed
  • Creature Type. You are a Humanoid.
  • Age. Dhampirs reach adulthood at age 20 but do not age further and do not die of old age.
  • Blood Curse. Once per week, dhampirs must partake in the fresh blood of another humanoid to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterward that cannot be removed until they consume the blood of another humanoid.
  • 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.
  • Dragonmark. You have a Dragonmark of your choice.
  • 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. When you use your fangs and hit a creature that isn’t a Construct, Plant, Ooze, or an Undead, you can empower yourself in one of the following ways of your choice.
  • Regain hit points equal to the damage dealt by the bite
  • Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite.
  • You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Vampiric Magic. Starting at 3rd level, you can cast the cause fear spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using a 1st level spell slot you have or higher.
  • Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cause fear with this trait (choose when you select this race).
  • Languages. You can speak, read, and write Common.
Some dhampirs are descendants of male vampires and mortal females, but many others had dhampirs for parents and some resulted from a vampire of either sex biting a pregnant female. A dhampir's powers might lie dormant for years before being awoken. Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hunger. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, darkvision, and a life-draining bite. 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 hunger. Others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.