BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dhampir


Dhampirs, also known as daywalkers and sometimes dhampyrs, are living creatures who had inherited some of the tainted blood of Vampires.

They are creatures of Esau that are the result of a union between a Undead vampire and a living Humanoid. This union is usually between male Vampires and female Humanoid, with stories of female Vampires mating with male Humanoid being very rare.

Title = Daywalkers, Fledglings, Half-Bloods



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.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

Dhampir Hungers
d6 Hunger
1 = Blood
2 = Flesh or raw meat
3 = Cerebral spinal fluid
4 = Psychic energy
5 = Dreams
6 = Life energy

Dhampir Origins

Dhampirs often arise from encounters with Vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

Dhampir Origins
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 Undead 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, and the other a Humanoid.
8 = A radical experiment changed your body, making you reliant on others for vital fluids.


Basic Information

Biological Traits


Ability Score Increase = Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If they are replacing their race with this lineage, then they replace any Ability Score Increase they previously had with this.
Creature Type = a Humanoid
Size = Medium or Small - size relates to their lineage.
Speed = walking speed is 35 feet.
Ancestral Legacy = If a race is part of their lineage, they 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 not keeping any of those elements or they choose this lineage at character creation, then they gain proficency in two skills of choice.

Darkvision = can see in dim light within 60 feet, as if it were bright light, and in darkness, as if it were dim light. Discern colours in that darkness as shades of gray.
Deathless Nature = Do not need to breathe.
Spider Climb = Has a climbing speed equal to theirr walking speed. In addition, at 3rd level, can move up, down, and across vertical surfaces and upside down along ceilings, while leaving hands free.
Vampiric Bite = Their fanged bite is a natural weapon, which counts as a simple melee weapon with which they are proficient. They add a Constitution modifier - instead of a Strength modifier - to the attack and damage rolls when they attack with this bite. It deals 1d4 piercing damage on a hit. While they are missing half or more of their hit points, they have advantage on attack rolls made with this bite.
When attacking with this bite and hit a creature that is not a Construct or an Undead, they can empower themself in one of the following ways of their choice:
* regain hit points equal to the piercing damage dealt by the bite.
* gain a bonus to the next ability check or attack roll they make - the bonus equals the piercing damage dealt by the bite.
* can empower self with this bite a number of times equal to their proficiency bonus, and regain all expended uses when they finish a long rest.


Additional Information

Domestication


A few dhampir serve their vampire parent.

A dhampir may be turned into a vampire. According to the Vampires natural laws, any humanoid that is reduced to zero HP by a vampire, and buried in the ground will rise the next day as a vampire. Given that a dhampir is Humanoid, this also applies to them.


Civilization and Culture

Major Language Groups and Dialects


can speak, read, and write Common and one other language - usually appropriate for their lineage.
If replace a Humanoid race with this lineage, then retain any languages they had and gain no new languages.


Culture and Cultural Heritage

Appearance
While they seem more or less like the Humanoid of one parent, many dhampirs have pale skin and dark hair. At birth, they can resemble stillborns, however they do have a very faint heartbeat. Some even possess sharpened teeth or claws, reminders of their other parent's Undead heritage. They feed the same way as humans do and have no problems being out in sunlight. Their looks are Humanoid too, though they are described as being more attractive than humans. They can become more powerful like Vampires, but they have to train extremely hard to increase their strength, speed, and stamina.

Created dhampirs are humans with vampiric powers, they look no different from a regular Humanoid, but are much taller and stronger than a normal one. Some dhampirs though are more intimidating and menacing than others.


Behaviour
An amazing 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.

Various means of killing or driving away Vampires are recognized among peoples of the region, but the dhampir is seen as the chief agent for dealing with Vampires.

Methods by which a dhampir kills a vampire:-
* stabbing or shooting the vampire with a silver weapon or arrow
* transfixing it with a stake made of Rowan Trees
* performing a special ceremony that involves touching "crowns" of lead to the vampire's grave.
NOTE: If the dhampir cannot destroy a vampire, then they (the dhampir) may command them to leave the area.

A skilled vampire-killer Dhampir is always paid well for their services. The amount of money varies, however there is rarely bickering over the price. Standard pay for a Dhampir may also include a meal or a suit of clothing. Sometimes a Dhampir is paid in cattle.

Dhampir with pure dark side tend to be sadistic and monstrous while the ones with great nature do what they feel is right.


Habitat/Society
Dhampirs live generally undetected among general Humanoid society, although they invariably grow up motherless, as most of their mother die giving birth to them. They 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 they possess, 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 dhampirs find it just as easy to turn evil and adopt their mother/father’s predatory ways in exchange for power.


Ecology
Dhampirs can eat normal food like humans can, but to really maintain their powers at full strength they require blood in their diet. Some find an alternative method or replacement. Dhampirs can produce children, who may themselves become dhampirs or who may be normal humans - with a 50% chance of either being the case.


Red Sunlight
While not affected by normal (yellow-orange) sunlight and immune to all the weaknesses of traditional Vampires, dhampirs are vulnerable to long exposure of the rare red sunlight which is able to fatally burn their skin.


History


A Dhampier's history is determined by their Humanoid lineage. Lineage is essentially a race, but can be templated over an existing race.
For instance, Dhampir may be a Dwarf Dhampir, or be an Elf Dhampir.
These base races determine some very slight bonuses from that species of humaniod, but are more important for a character’s backstory and appearance.

Common Myths and Legends


A Cure
There might be a way to cure a dhampir, although there is not a cure for a natural born dhampirs.
There are a few healing spells that do not rely on either positive or negative energy, such as Celestial and Infernal Healing, or Regenerate.
It is rumoured these would be able to heal the Dhampir, the same as any other creature, regardless of any feats. The Treat Deadly Wounds usage of the Heal skill would also work on any Dhampir.



REFERENCE
+ Dhampir race
+ Dhampir guide
+ Dhampir names

Genetic Ancestor(s)
Lifespan
Dhampir mature as humans do, but have extremely long lifespans due to their undead heritage, living upwards to a thousand years.
Average Height
5 ′ 6 ″
Average Weight
100 lb.
Geographic Distribution

This species has multiple parents, only the first is displayed below.
All parents:

Comments

Please Login in order to comment!