Dhampir WIP

Some were the 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 quickened; dhampirs might also have children who were normal in every respect. You are not Undead, but in an unusual state between life and death.   Dhampir features  
  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • 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.
  • Age. Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.
  • Alignment. As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments.
  • Size. Dhampirs are of similar height and build to humans. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Spider Climb. You have a climbing speed of 20 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.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Vampiric Guile. You gain proficiency with Deception.
  • Blood Curse. Once per week, Dhampirs must partake in the fresh blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.
  • Fangs. Your fangs are a natural weapon that you can use to make unarmed strikes. You are proficient with your Fangs. You add your Constitution modifier to attack and damage rolls. It deals 1d4 piercing damage on a hit.
  • Languages. You can speak, read, and write Common and one extra language of your choice.

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