Dhampir / Kestral (5e Race)
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Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess but without the usual weaknesses. Dhampirs are very shapely and comely. Their beauty is often compared to that of royalty. 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 hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger. Although the sight of one is quite memorable. Many a folk don't even know about the existence of dhampirs, and as such they are prone to confuse them for an actual vampire. whether this is because of bloody past events that destroyed their people's numbers, or the efforts of survivors to stay relatively hidden. Perhaps a combination of both. Either way they are a great danger to both enemies and friends, It is recommended to take extreme caution when dealing with them.
|Female Dhampir Samurai, by GUWEIZ|
While they seem more or less human, many dhampirs have pale skin and dark hair, with all of them having Luminescent Red eyes said to reflect their Superior Darkvision. At birth they resemble Albinos, and they do have a very faint heartbeat. Most even possess sharpened teeth or claws, reminders of their undead heritage. They feed the same way as humans do but have problems being out in the sun. Their looks are human too, though they are described as being more graceful in appearance than humans. They are not as powerful as vampires but are instead granted the gift of not needing to feed on others.
Dhampirs appear tall and sturdy while also having graceful features and a slender appearance which belies their unnatural strength.
Originally created by the Goddess of the Night using the inspiration of a "Living Vampire". these were to be the Goddess's Children of the night. The dhampirs first appeared in a few concentrations inside their home nation, born to random families and first seen as a blessing. Within two decades that changed as they matured and started to struggle with their Heritage & Nature. in this Delicate period of time the Dhampirs needed guidance and support to not fall victim to their baser Vampiric Instincts, an achievable feat that went unachieved.. Most of the other people had grown weary of the Dhampirs, fearful even. And as the tensions rose and rose all it took was a couple attacks from a few hungry Dhampirs giving into bloodlust for everything to erupt, and the rest to get condemned to be "monsters". after a failed genocide of the Dhampirs, a bloody conflict consumed the nation lasting generations (roughly 150-200 years according to the nation's Elder Races). upon a complicated conclusion of the conflict. The remaining Dhampirs were banned from their home country (save for a select group, who were permitted. stayed to try to fix things). these Purebloods left and spread out, using the talents they've gained to fade into relative obscurity with few sightings for centuries as they blended in across the world.
Dhampirs that aren't of the original Purebloods, are usually the offspring of a Dhampir and some Humanoids. more recently, a Union between vampires and Humans has been proven to produce Dhampir offspring as well; even though this was not the case centuries past. these dhampir are usually the children of a tragic romance... or something much more sinister. This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers. known for following two paths, on most occasions, which is not a surprise when considering that the union between the parents doesn't last. One part of the dhampir population will follow their Undead parent, serving under them as their accomplice and potentially as their successor. On the other hand, a dhampir that grows with their living parent can grow to loathe and hate their undying half, becoming a specialist in dealing with undead, and sometimes vowing to slay their vampire parent
Another way a Dhampir might be created other than that is a technique, a small ritual preformed by a Dhampir and (most of the time) a willing Humanoid creature. the ritual would take an hour to complete, once done the living creature then drinks from the Dhampirs blood which goes down like a painful toxin or poison. Soon the creature then experiences "First Death" as the blood spreads through the body both simultaneously killing & magically breathing undeath into them. this process is extraordinarily painful with the transformation finishing within a long rest. Afterwards the new Dhampir would then fall into their first Deep Sleep where their body shifts back into peak condition (if they are already past their prime. EX, if a 60 y/o Human was turned into a Dhampir this way. During their first Deep Sleep their body would revert to that of roughly a 25 y/o with all the traits of a dhampir) waking after 48 hours with soar muscles, unsteady emotions, and an empty stomach. but a full fledged Dhampir.
Dhampirs normally live a solitary lifestyle, feared, shunned, and even hunted by other races. Because of this, a great number of dhampirs reject their vampiric heritage. Few, if any, can even stand the presence of a vampire. They are famed for their ability to not only hunt vampires, but also other mythical beings. Most are driven and stubborn, yet strangely charismatic. But yet again there is a group who are willing to help and protect their undead relatives and be their guard. This is presumably because of their ability to move in the sun which makes them excellent followers for vampires.
Every dhampir knows a thirst slaked only by the living. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
Dhampirs tend to use naming conventions from host nation or race.
Stuck between the living and the dead the path of a dhampir is unknown but almost certainly full of strife. but those who find the strength to conquer themselves have the potential to become terrifying Forces of nature. savage Champions of chaos. or even Heroes to the deserving.
Ability Score Increase. One score of your choice increases by 2 and your Charisma score increases by 1. you cannot increase an ability score beyond 20 using this method.
Age. Dhampirs mature at roughly the same rate as humans but do not age any further after reaching physical peak (mid 20's), and they can 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 trend slightly toward chaotic alignments
Size. Dhampirs are of similar height and build to humans. Your size is Medium.
Speed. Your base walking speed is 30
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can barely discern color in darkness, just mostly shades of gray.
Vampiric Bite. you're able to drink the blood of an enemy to maintain your health. You perform a special melee attack, using your Strength or Dexterity as the attacking score. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier.
As part of the attack, you can suck on the enemy's blood. You deal an additional 1d6 + Constitution necrotic damage, regaining a number of hit points equal to the total damage dealt if used. This ability can only be used once per turn and cannot be used against Aberrations, Constructs, Elementals, Oozes, Plants, or Undead, but you have advantage on the attack when using this ability against frightened enemies. You can do this a number of times equal to your Proficiently Bonus, and you regain all uses at the end of a long rest. upon reaching level 20 you have unlimited uses of this ability. you can use the attack from this ability as an Unarmed Strike.
Undead Resilience. You have resistance to Poison and Necrotic damage, but you're vulnerable to Radiant damage, as well as taking additional damaged equal the attackers Proficiency bonus when hit by Silver weapons. Additionally, you are now adapted to cold climates (as described in Chapter 5 of the Dungeon Master's Guide).
Sunlight Sensitivity. While in sunlight, the Dhampir has disadvantage on Attack Rolls, as well as on Wisdom (Perception) checks that rely on sight.
Neglect of Rest. You no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. (Optional Rule, Dhampirs need to Deep Sleep once a month for a period lasting at least 48 hours. failure to do so results in a point of Exhaustion per day after the months end until you sleep. if you are attacked in the middle of this Deep Sleep, you take a point of exhaustion after the Encounter's end. Long rests do not remove points of exhaustion caused by this bane)
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. (If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.)
Shadows in the Mist. you can cast Misty step as a bonus action without the need for spell slots
Languages. You can speak, read, and write Common and one other language of your choice.