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Dhampirs

Dhampirs, day walkers, or half vampires are a rare oddity. To understand a Dhampir requires understanding Vampires. Vampires are broken into 4 categories:
  • Feybloods: Those from fey origin that drain life force rather than blood directly. They are creatures of winter and shadow and the highest ranking of vampiric courts in Qabdarda. They can have children normally and are not considered undead but rather Fey.
  • Masquebloods: Those that mixed their seductive fey origin with that of incubi and succubi. They can walk in daylight and feed of life like their fey kin, but typically only from feelings of strong lust and love. They are still considered "fey" in race and are the ranked 2nd among the vampiric courts. They blend in best with natural society. They also have children normally, with half blood children typically becoming a Masqueblood around puberty.
  • Fiendbloods: Those from fiendish origin that thrive on the blood of the living, corrupting and seducing them, and sowing chaos where they roam. These are the "true" vampires that many common folk know of. They are considered undead and are believed to be created by fiendish corruption of Masqubloods. They are ranked 3rd in the vampiric courts. They create others of their kind through dark necromantic rituals.
  • Feralbloods: Feral vampires are an even further bastardization of fiendbloods and are completely feral, savage undeads. They gorge themself on blood, often having swelling bodies and powerful natural weapons. They are completely twisted by demonic forces, often forming by cannibalism or un controlled gluttony of a Fiendblood. They are hunted and destroyed by the other courts.
Dhampirs are thus children of either Feybloods, Masquebloods, or Fiendbloods. Feyblood and Masqueblood children are often half bloods created by a mixing of bloodlines with that of a mortal that fails to transform. Fiendblood dhampirs, however, are often the result of an experiment or the changing of a pregnant woman into a vampire. As a dhampir, you follow the traditions of the culture you were born into and have the following traits.
Ability score increase: Your dextiery, constitution, and charisma score all increase by 1.
Age: Dhampirs are exceptionally long lived, but not immortal. Typically reaching adulthood around the same time as their mortal parent race, they live to be twice the age of their mortal parent race.
Size: Dhampirs stand at the normal height of their mortal parent race, but typically have slimmer and gaunt features.
Speed: Your base walking speed is 35 feet.
Fey or Undead Child: Depending on your immortal origin, you are either register faintly as fey, fey and fiendish, fiendish and undead, or undead. Superior Darkvision: Your eyes pierce through the darkness. you can see in dim light within 120 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.
Curse of Thirst: Depending on your vampiric origin, you may have extended incisors or piercing silver eyes that cause you to want to naturally feed off of those around you. Choose from one of the following hungers below
  • Blood
  • Flesh or raw meat
  • spinal fluid
  • psychic energy
  • dreams
  • life energy
  • emotional energy
As an action on your turn, you can bite or kiss a creature that is willing, grappled, incapacitated, or restrained, dealing 1d4 points of piercing damage. You have advantage on attack rolls made with this bite if you are below half hp. The target cannot be a construct or undead. You can empower yoursel fin one of the following ways:
  • Regain hp equal to the piercing damage delt
  • bonus to your next ability check or attack roll you make equal to the piercing damage delt by the bite
this can be done a number of times equal to your proficiency bonus and refresh after a long rest. 
Child of Darkness: You know the Minor Illusion cantrip and can cast it at will. At 3rd level you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spider climb spell once with this trait and regain the ability to do so after you finish a long rest. Charisma is your spellcasting ability for these spells.
Language: You can speak, read, and write common and sylvan.

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