They sip at the chalice, but dare not drink deep. The dhampyr are born of compromise—caught between predator and prey, dignity and desperation. Still, a dull blade may serve, if wielded with purpose. Arvid the Red, The First Fang's LegacyThere are those who dwell in the margins of blood and breath, clutching life with mortal fingers while shadow clings to their bones. The dhampyr are such creatures—neither truly undead nor entirely alive, but suspended in a state of exquisite imbalance. They bear the lingering touch of our regal influence, though seldom the nobility nor purpose. Some are born of ill-considered unions, others forged by failed turnings, cursed artifacts, or blood rituals gone awry. I, myself, have experimented to create several of these beings, and have found them sufficient enough fodder. Whatever the cause of their creature, the result is consistent: a being not chosen, but permitted. To their credit, the dhampyr do carry vestiges of our gift. Their senses are sharp, their bodies fleet, and their bite—however crude—is a reflection of something purer. They need not feed, and yet they hunger. It is in this constant restraint that their tragedy lies. The thirst whispers through them, maddening in its absence of clarity. Unlike we who drink with purpose and poise, the dhampyr flinch from their nature, ashamed of a power they neither earned nor understand. Most attempt to anchor themselves in cause or vendetta. They stalk the night not in dominion, but in pursuit—of monsters, of redemption, of meaning. They hunt creatures of darkness with a fervor born more of self-loathing than principle, as if each slain beast might silence their own blood’s murmurs. Some call this nobility; I call it avoidance. A tool turned inward dulls all the same. Still, I do not wholly dismiss them. A dhampyr is a mirror, fractured but instructive. They reveal what remains when one inherits the gift of blood without the heritage to shape it. They are not my kin—but they are close enough to remind me of the perfection of the true form. And in rare cases, they may rise to usefulness, if kept properly in check. What I have observed of the dhampyr from my studies lies written below, for those interested in creating them for their own needs.
Dhampyr Hungers
Every dhampyr I have observed knows a thirst slaked only by the living. Those who indulge their thirst properly, or overindulge if you ask pesky mortals, rist losing control and forever viewing others as the prey they rightfully are. Those who resist might find unfortunate methods of controlling their urges or suppressing them through constant, molar-grinding restraing. In any case, temptation haunts these poor half-breeds, and circumstances conspire to give them endless reasons to indulge. While a majority of dhampyrs thirst for blood, I have found others end up seeking other things of the living. The most common I have found are as follows:- Blood
- Flesh or Raw Meat
- Cerebral Spinal Fluid
- Psychic Energy
- Dreams
- Life Energy
Dhampyr Origins
Dhampyrs most often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals may have transformed the individual. The methods I have personally confirmed thus far are as follows, in hopes that it aids you in creating these creatures for your own uses:- They are created as the reincarnation of an ancestor who was a vampiric tyrant.
- They made a pact with a predatory deity, fiend, fey, or spirit that causes them to share in their hunger.
- They survived being attacked by a vampire, but were infected enough to partially convert them.
- Their transformation into a proper spawn was interrupted through the use of sanctified salts, holy water, or similar methods.
- One of their parents was a vampire. I have found this most effective with a female mortal, as our forms find it difficult to create life.
- Experiments have damaged the physical form, forcing it to be reliant on the vital fluids of others.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Game Statistics
A number of times equal to your Proficiency Bonus, you can empower your bite to draw the life-force from a creature you hit that isn't a Construct or Undead. When you do, you regain hit points equal to the piercing damae dealt. You regain all expended uses of this empowerment when you finish a long rest.
Bloodlord Lineage
Nightshade Lineage
Venomfang Lineage
- Paralysis: The target is Paralyzed until the end of your next turn. A creature immune to the Poisoned condition cannot be paralyzed in this way.
- Disorientation: The target has disadvantage on attack rolls and ability checks until the end of your next turn.
- Delirium: The target cannot take reactions until the end of your next turn and moves in a random direction on its next turn, using all of its movement speed if possible to move in a straight line.
Fleshrot Lineage
- All other creatures other than Undead and Construct that start their turn in the aura must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), being Poisoned until the end of their next turn on a failure.
- Nonmagical and nonliving plants in the area wither and die.
- Nonmagical metal weapons and armor in the aura suffer a -1 penalty to attack rolls or AC until the end of their wielder’s or wearer’s next turn.
Mindwrack Lineage
Duskshape Lineage
Daywalker Lineage
Dreadwraith Lineage
- You are Incorporeal until the end of your next turn. During this time, you can move through creatures and solid objects as if they were difficult terrain. If you end your turn inside an object or creature, they are shunted to the nearest unoccupied space and take 1d10 force damage for each 5 feet shunted.
- You can see into the Ethereal Plane to a range of 30 feet.
Ability | Minimum | Maximum |
---|---|---|
Strength | MIN | MAX |
Dexterity | MIN | MAX |
Constitution | MIN | MAX |
Intelligence | MIN | MAX |
Wisdom | MIN | MAX |
Charisma | MIN | MAX |
Class | Maximum |
---|---|
Fighter | — |
Paladin | — |
Ranger | — |
Barbarian | — |
Mage | — |
Sorcerer | — |
Specialist | — |
Warlock | — |
Cleric | — |
Druid | — |
Monk | — |
Shaman | — |
Thief | — |
Assassin | — |
Bard | — |
Psionicist | — |
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