Dhampyr (5e Race)
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Some traditions specify signs by which the children of a vampire can be recognized. They have untamed dark or black hair and lack a shadow. A pronounced nose was often a sign, as were larger than normal ears, sharper teeth or large eyes that shine in moonlight. On a full moon, a dim glow is said to manifest around a dhampyr’s eyes. Most dhampyrs take great care in disguising their vampiric heritage as to not arouse suspicions in superstitious towns. Dhampyr also tend to possess the unnatural looks of their vampiric heritage, usually in the form of exotic beauty, or a distinct gauntness to their forms, depending on their vampiric sire.
Dhampyrs are born from women who are bitten by a vampire while they are pregnant. Such women often die in the process of birthing the dhampyr, leaving the child without parents or home. Dhampyrs are outcasts in society and although they are not instantly burned to dust in sunlight, it still is of great discomfort for sunlight to directly touch their skin, and it will eventually kill them, if they are not careful. Most often, the women who are bitten are elves, but other races have been known to produce dhampyrs as well, most notably humans. Though they do not need to drink blood like their vampiric fathers, a dhampyr is still equipped with sharp fangs that can drink the very life essence of a creature to bolster itself.
Dhampyrs are neither alive nor dead, and exist in a strange limbo until they are striken down by blade or stake. Their lives are unnaturally long, and if a dhampyr is not killed, they can continue to live for nearly a thousand years. They are not welcome in most pure undead hordes, and many towns, upon learning of the dhampyr’s heritage, will incite a mob to attempt to oust or kill the dhampyr. This tends to lead dhampyrs to embrace their vampiric side entirely, and become just as monstrous as those that sired them. But like with all races, the actions of some do not dictate the course of all, and many dhampyr just try to lead normal lives as best they can, and some even dedicate their lives to eradicating creatures of the night, so that other children do not become like they are.
Dhampyrs often have names that mimic their vampiric fathers. A particularly proud dhampyr will place ‘von’ before their adopted surname.
Male: Adrian, Danto, Emrick, Lucius, Salizar, Solomon, Vincent, Zasan
Female: Afanas, Brandeis, Cian, Isabella, Lenore, Magdelena, Sabrina
Not quite living, not undead, Dhampyr tread the twilight path between the living and the undead.
Ability Score Increase. Your Charisma score increases by 2 and your choice of Strength, Dexterity, or Constitution score increases by 1.
Age. Dhampyrs grow about as fast as elves, and will live nearly as long if they are not killed first. You can live up to 1000 years.
Alignment. Dhampyrs are typically thought of as evil, but just as many dhampyrs try to escape their vampiric heritage as embrace it. You tend towards good or evil.
Size. Dhampyrs are about the size of an elf or human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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't discern color in darkness, only shades of gray.
Bite. Your sharp fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Blood Drinker. Like your sire, you can gain benefits from drinking the life essences of others, though not as freely as they can. You have the ability to make a bite attack against either a willing creature, a creature that is grappled by you, or a creature that is incapacitated or restrained as a bonus action or as part of your attack action (but not both in the same turn). You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. It gains an additional 1d6 damage when your character level reaches 5, 11, and 17. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may use this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.
Grappling Specialist. You have had a lot of practice getting a good grip and keeping it on a target. You add double your proficiency bonus to any Strength (Athletics) skill check made to initiate or maintain a grapple, if you already have proficiency, and your target has disadvantage on skill checks made to avoid or escape from your grapple.
Natural Acrobat. Your body is able and flexible. You are proficient in the Acrobatics skill. Additionally, you can add your Dexterity modifier to your jumping distance.
Vampiric Resistance. Like your vampiric sire, you are less affected by the energies of death. You have resistance to necrotic damage.
Harmed by Running Water. Like the vampire that sired it, Dhampyr are harmed by running water, if to a much lesser degree. The Dhampyr takes 1d6 acid damage if it ends its turn at least half submerged in running water.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Sunlight Fatigue. Sunlight is detrimental for a Dhampyr, and will eventually kill it, if they stay out in it for far too long. For each hour the Dhampyr spends in full sunlight, they must make a DC 10 Constitution saving throw. On a failure, they gain a level of exhaustion, and the DC resets to 10. On a success, the next saving throw is made at DC 10 plus the number of successes. This save is made at advantage if the Dhampyr wears clothing that completely covers their skin, or provides enough shade. A level of exhaustion gained this way is removed for each hour spent out of direct sunlight, such as in consistent shade, in a building, or underground. Using the Blood Drinker trait successfully suspends all levels of exhaustion gained from this trait until all the temporary hit points are depleted, a level of exhaustion is removed, or another level of exhaustion is gained by failing a saving throw against it. Saving Throws made while exhaustion is suspended in this way are made as if the dhampyr has failed no saves prior.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|5′ 0″||+2d8||90 lb.||× (+6d12) lb.|
*Height = base height + height modifier