Dhampir, 2nd Variant (5e Race)
Dhampir[edit]
Dhampir is a result of a union between a vampire and a human. Dhampirs are very shapely and comely. Their beauty is often compared to that of royalty. Dhampir powers are similar to those of vampires but without the usual weaknesses. They are a great danger to both enemies and friends, It is recommended to take extreme caution when dealing with them.
Physical Description[edit]
Dhampir are mortal-vampire hybrids. They largely resemble pale humanoids. Dhampirs have the strengths of a vampire, but only some of the weaknesses to a much lighter degree. They are born as living rather than undead, and so lack any stench of death about them. Their bodies are able to perform superhuman feats. Dhampir also tend to possess the unnatural looks of their vampiric heritage, usually in the form of exotic beauty.
History[edit]
Dhampyrs are born from women who are bitten by a vampire while they are pregnant or being the offspring of a vampire and a mortal parent. This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers.
Society[edit]
Dhampir live generally undetected among human society. Their lives are unnaturally long, and if a dhampyr is not killed, they can continue to live for nearly a thousand years. Dhampir can belong to any class and may be found working in any profession, although they invariably gravitate to occupations that minimize contact with others. Once a dhampir recognizes the supernatural abilities it possesses, many of them try to do good by hunting down and slaying vampires wherever they find them. This is particularly true of dhampir who have had contact with their vampiric parents. However, other dhampir find it just as easy to turn evil and adopt their father’s predatory ways in exchange for power. 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. But like with all races, the actions of some do not dictate the course of all, and many dhampir just try to lead normal lives as best they can.
Dhampir Traits[edit]
Ability Score Increase. Choose one ability to increase by +2 and other ability +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. Dhampir can be any alignment, as with normal humans their 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.
Size. Dhampir stand at the height of a human. Your size is Medium.
Speed. 35 ft., climb equal to your walking speed.
Superior Darkvision. You can see in dim light within 120 ft. feet of you as if it were bright light, and in darkness as if it were dim light.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Strength or Dexterity modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 necrotic 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. Additionally, this satisfies your blood hunger for your Vampiric Ancestry feature and removes all levels of exhaustion.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you regain hit points equal to the necrotic damage dealt by the bite.
Vampiric Ancestry. You don't need to breathe, eat or sleep (magic can't put you to sleep), but you can ingest food and drink if you wish. To gain the benefits of a long rest, you can spend 4 hours doing light activity. Additionally, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear as if you were made of mist.
Addtionally, you must consume the blood once per week as a result of your vampiric nature. If you go for longer than seven days without drinking blood you suffer one level of exhaustion at midnight of that day, which can only be removed by drinking blood. After consuming blood or making a successful vampiric bite attack, you recover all levels of exhaustion.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Ancestral Legacy. You gain proficiency in two skills of your choice.
Vampiric Resistance. Due to your vampiric ancestry, you are less affected by the energies of death. You have resistance to necrotic and poison damage, and are immune to disease and the poisoned condition. Additionally, you have advantage on death saving throws, and saving throws against being charmed.
Superhuman strength. While you may not be a strong as a true vampire, some of that strength has still passed down to you. You gain proficiency in the Athletics skill. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Vampiric Sense. You are aware of any other Undead that comes within 120 feet of you. You know their location, their type, and their numbers if they are in groups.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +2d8 | 90 lb. | × (+6d12) lb. |
*Height = base height + height modifier |
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