Dhampir, 3rd Variant (5e Race)

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Dhampir[edit]

dhampir.png
A Female Dhampir, Source

A dhampir is a creature that is the 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]

While they seem more or less human, many dhampirs have pale skin and dark hair. At birth they resemble stillborns, but 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 that belies their unnatural strength.

History[edit]

Being the offspring of a vampire and a human parent, the 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.

Society[edit]

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.

Dhampir Names[edit]

Dhampirs tend to use human naming conventions.

Dhampir Traits[edit]

The offspring of a vampire and a human necrophiliac.
Ability Score Increase. Your Charisma score increases by 2.
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 45 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.
Vampire natural weapon. 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. As a Dhampir your fingernails are tough like claws and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. When you attack with this natural weapons and hit a creature that isn't a Construct or an Undead, you regain hit points equal to the necrotic damage dealt by the attack.
Languages. You can speak, read, and write Common and one other language of your choice.

Subraces[edit]

They depend on whether your cursed progenitor is bound to a bestial curse, a psychic affliction, or merely the result of an arcane experiment.

Curse of Beast[edit]

Animal origin

You can transform into a mouse, raven, or wolf using bonus action. When you shift forms, you retain your ability scores, Armor Class, and hit points. However, any items you are holding are dropped, and your worn equipment is absorbed and adapts to your new shape. While transformed, you are unable to cast spells, and your transformation is considered magical and it can be dispelled or forcibly ended. You may revert to your true form as a bonus action, or if you fall unconscious.

Mouse form: Your size becomes Tiny. Due to your diminutive nature, you can move through spaces as narrow as 1 inch wide without squeezing. You gain a burrow speed equal to your walking speed. Your vampiric natural weapons in this form deal an additional 1d4 poison damage, representing your subtle yet venomous bite.

Raven form: Your size becomes Small. You gain a flying speed equal to your current walking speed. As a bonus action, you may reduce your falling speed to 0, avoiding fall damage. You gain advantage on Perception and Stealth checks. In this form, your vampiric claws deal double damage, reflecting swift, precise strikes from the air.

Wolf form: Your walking speed is doubled. You gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks. Your Vampiric Bite deals double damage in this form, channeling your predatory might.

As an action, while in any of your bestial forms, you can summon a magical shroud of shadow within 30 feet of you, composed of nocturnal creatures such as ravens, bats, or swarming insects. This veil engulfs a 10 foot radius area of your choice. Open flames, lanterns, and similar light sources cannot illuminate this area. It is considered dim light for all purposes, regardless of external lighting conditions. Enemies within the affected area have disadvantage on ranged attack rolls and ability checks, while you remain inside the zone, you gain advantage on Stealth checks.

Curse of the Awakened Mind[edit]

Whether it was you or your ancestor, someone became a subject of psionic experimentation by arcanists or illithids and the result was a curse: an unquenchable hunger for the minds of others. Energy Vampire trait replaces Vampire Natural Weapon traits.

Energy Vampire

If a Dhampir engages in conversation with a living creature (excluding constructs and undead) for at least one uninterrupted minute, they may unleash a latent psychic drain. This attack is treated as a natural weapon and can target one creature within 30 feet, dealing 1d8 psychic damage.

The target is unaware it has been attacked. If the target is concentrating on a spell, its concentration is immediately broken. The Dhampir regains hit points equal to the damage dealt and removes all levels of exhaustion.

A creature affected in this way cannot be targeted by this ability again for 24 hours and gains a bonus to Intelligence checks for the next hour.


Psychic Malediction

You can replace your Intelligence with the Intelligence of a target within 30 feet of you for the next hour. The target's Intelligence drops to 6 during that hour, but then increases to 20 over the next hour if it wasn't higher.

For the duration of the hour during which you exchanged intelligence with the chosen target, you may exert influence over it in the following ways:

Mind Spike(Action) - You unleash a focused mental spike at a creature. Make a ranged spell attack; on a hit, it takes 1d8 psychic damage and is rendered unable to react until the start of its next turn.

Cerebral Tentacle(Action) - You call forth invisible tentacles that entangle a creature's mind. The target must pass an Intelligence saving throw or be paralyzed until next round begins, trapped by visions of writhing limbs only it can perceive.

Mind Devourer(Bonus Action) - You can deal 1 psychic damage to a target by summoning a 1d4 mind leech near them. (exist forever and obey Dampier)

Mind Leech[edit]

Tiny aberration (illithid leech), lawful evil


Armor Class 9
Hit Points 3 (2d4 - 2)
Speed 20 ft.


STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 8 (-1) 10 (+0) 6 (-2) 8 (-1)

Proficiency Bonus +2
Senses passive Perception 8
Languages
Challenge 0 (0 XP)


ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage



Random Height and Weight[edit]

Table: Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5 ′ 6 ″ +3d4 100 lb. 10 x (1d8) lb.
0.00
(0 votes)

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