Dhamphir
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 35 feet.
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.
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:
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Creating a Dhamphir
Ability Score Increase. Your Dexterity score increases by 2, and your Intellect score increases by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 35 feet.
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.
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.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Dhamphir Civilizations
There are no known organized civilizations of Dhamphir on Eraterna. After a being is transformed into a Dhamphir, many choose to lead a life on the road as adventurers. The path of a Dhamphir coincides with a constant struggle, a hunger brought about by their transition to their undead state by either chance of birth, a curse or ritual gone wrong, a parasite, or any number of other things.Dhamphir Characteristics
Below are tables with examples of hungers your Dhaphir may suffer and possible origins of your Dhamphir. Whether you choose something from these tables or create one your own, a Dhamphir, with its strengths and weaknesses will make a formidable adventurer out in the world of Eraterna.Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.Dhampir Hungers | |
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d6 | Hunger |
1 | Blood |
2 | Flesh or Raw Meat |
3 | Cerebral Spinal Fluid |
4 | Psychic Energy |
5 | Dreams |
6 | Life Energy |
Dhampir Origins
Dhampir Origins | |
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d8 | Origin |
1 | You are the reincarnation of an ancestor who was a vampiric tyrant. |
2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. |
3 | You survived being attacked by a vampire but were forever changed. |
4 | A parasite lives inside you. You indulge its hunger. |
5 | Tragedy interrupted your transformation into an immortal. |
6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. |
7 | One of your parents was a vampire. |
8 | A radical experiment changed your body, making you reliant on others for vital fluids. |
Source: Van Richten's Guide to Ravenloft
Racial Options
There are a few options to make your character fit the ideas you may have. The Ability Score Increase, Size, and even Languages can all be customized to better fit your character's history. Maybe you come from a very hardy people, like the Dwarves, but your character can't handle even the slightest cold breeze, but they make up for it with their incredible intellect. You could have been born of the tall and long Elves, but you find yourself barely coming up to some of their hips. Your Goblin may have been adopted by a couple of loving Genasi and they taught you to speak Primordial instead of Goblin. The options listed under your chosen race are just suggestions to easily fit your character within their culture's society, but you can change things up to make your character truly yours. There may be limitations set by the DM; rarely will you find a Large Fairy or a Tiny Goliath, but if you have a good story-driven reason for different character options, anything can be possible. Below are open-ended options for customizing your race. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.Size. Your size is within one size option of your race's average size.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Choosing a Class
ArtificerBarbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
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