Dhampir Paragon (5e Subclass)

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Dhampir Paragon[edit]

Monk, Ranger, and Rogue Subclass

Dhampir Paragons are descendants of vampires who seek to awaken their undead heritage. Trough constant training, they attempt to hone their natural abilities, in an attempt to reach the full potential of their bloodlines. They are called Daywalkers, since they achieve the might of the vampires, with none of the weaknesses.

The reasons why one would pursue such a vile path are many. Some, enraged by their existence, seek to destroy vampires by using their own powers against them. Others admire the power in their legacy, and want to become the closest they can get from kinship with their undead parents.

This subclass is based on the mechanics introduced on the UA 79 - Strixhaven

Restriction: Dhampir Only

For obvious reasons, only Dhampirs can become Dhampir paragons, since this represents an awakening of their vampiric heritage. However, the features are designed in such way to allow members of other races to use the features shown below. Your DM can lift this restriction to fit your campaign.

Vampiric Charm

Level 3 Dhampir Paragon Feature

You awaken the devilish charm of vampires. You can use your Constitution modifier, instead of Charisma, for your Charisma checks that add your proficiency bonus.

In addition, you gain proficiency in Persuasion and Deception.

Blood Frenzy

Level 3 Dhampir Paragon Feature

Starting at 3rd level, you can use your bonus action to make attacks with natural weapons.

In addition, whenever you regain hit points, you can enter in a blood frenzy as a reaction. Record the amount of hit points gained. You gain the following benefits:

  • You can use your bonus action to gain the benefits of the Dash and Disengage actions as part of the same action.
  • You have Advantage on Strength and Dexterity checks.
  • You can use your reaction to reroll any failed Dexterity saving throw, and to force a creature to reroll any weapon attack against you.

Your blood frenzy lasts for 1 minute, but ends earlier if you haven't make an attack or taken damage since your last turn. You can't make ranged attacks, nor cast spells while blood frenzy is active.

Your blood frenzy also ends earlier if you lose the amount of hit points gained trough the bite, or if you choose to end it as an action on your turn.

You can use your Blood Frenzy a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Shapechanger's Dash

Level 6 + Dhampir Paragon Feature

Starting at 6th level, you can emulate the powers of your vampiric ancestors, by assuming the form of a bat or mist for a short period. When you take the Dash action, you can choose to teleport to a place you can see within 30 feet, instead of doubling your movement speed.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest. You regain one use of this feature whenever you regain hit points through your Vampiric Bite.

You can't use this feature while in sun light or running water.

Regeneration

Level 11 + Dhampir Paragon Feature

Your body can recover from the most grievous wounds due to your constantly consumption of blood. Whenever you start your turn and you have more than 1 hit point, but less than half your maximum, you regain a number of hit points equal to your Constitution modifier (minimum of 1).

If you take radiant damage, this trait doesn't function at the start of your next turn.

Undead Resilience

Level 15 + Dhampir Paragon Feature

You finally manifest your true undying nature. Your creature type changes to Undead, and you no longer age, nor can you be magically aged.

In addition, you gain resistance to necrotic damage, and to bludgeoning, piercing and slashing from nonmagical attacks.

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