Dhampir

Dhampirs are the living echoes of vampiric hunger—beings caught between life and undeath, born from the union of mortals and vampires or transformed through dark rites that do not fully claim their soul. In Aigusyl, they are rare and often misunderstood, regarded with equal parts awe and suspicion. Though they walk under the sun without disintegrating, shadows cling to them, and the pulse of the night beats in their veins.

Most dhampirs are created through one of three paths: by blood, as the offspring of a Vampire and a mortal; by circumstance, when a dying soul is infused with vampiric essence in a desperate bid for survival; or by accident, through botched or incomplete transformation rituals. No matter their origin, they are forever altered—ageless, preternaturally agile, and cursed with a gnawing hunger that may never be fully sated.

They do not crave blood with the same maddening need as full vampires, but the thirst lingers, sharp and primal. Some suppress it with rigorous discipline, spiritual devotion, or by feeding only on beasts. Others indulge in secret, carefully balancing on the edge of monstrosity. This internal struggle defines much of a Dhampir’s life: the choice to resist the darkness or to embrace the strength it offers.

Dhampirs often live as wanderers, unable to truly belong among mortals or monsters. They are too mortal for the vampiric courts and too strange for the villages and cities of the world. Their striking appearance—pale skin, unnaturally sharp eyes, elongated canines—makes blending in difficult. Yet they are also compelling, often possessing a magnetic charm and a voice that lingers in memory. These gifts serve them well, whether as mercenaries, scholars of the occult, or lone protectors of the innocent.

In battle, dhampirs are swift and deadly, channeling their unnatural vitality and reflexes into a fighting style that seems almost dance-like. Many train in martial arts that complement their inhuman agility, while others use their vampiric senses to track prey across forests, mountains, or cities. Some dhampirs even learn to manipulate blood itself—clotting wounds, strengthening their limbs, or striking foes with cursed ichor.

Cursed yet free, dhampirs stand as reminders that not all who are touched by darkness are lost to it. They walk between worlds: life and undeath, hope and hunger, light and shadow. In Aigusyl’s fractured lands, where the veil between realms is thin and ancient powers stir once more, dhampirs are both outcasts and champions. Their very existence asks the question: can a cursed soul still shape its own destiny?

Genetic Ancestor(s)

VRGtR

Dhampir

HUMANOID

Dhampir Traits

Size: Small or Medium (2-6ft)

Speed: 35ft

As a Dhampir, you have these special traits.

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.

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 discern colors in that darkness as shades of gray.

Deathless Nature

You don’t need to breathe.

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.

Vampiric Bite

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing 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.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.