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Dhampir

Dhampirs are born from the necrotic magics when a Vampire impregnates another humanoid. Dhampirs do not take any of the characteristics of the mother except the fragile humanoid portion. They will look and act like a Vampire, the only difference is that they are not immortal like their father. Dhampirs are cursed and shunned as half-vampires and typically live lives in solitude.    

Dhampir

Ability Score Increase Your Charisma increases by 1. Then, choose a different ability score to increase by 2 or choose any two ability scores to increase by 1.
Size Medium
Speed 35ft

Starting Hit Points. When you choose this Ancestry, your hit point maximum increases by 6.   Age. Dhampirs mature at the same rate as Humans but the Vampiric half that resides in them allows them to live as long as 500 years.   Size. Dhampirs are similar in size to Humans and can be between 5 feet to a little over 6 feet tall and weigh between 120 to 220 pounds on average.   Creature Type. You are a Humanoid and Undead.   Darkvision. You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You cannot discern colors in darkness.   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 Weapons. Your Vampiric ancestry grants you natural weapons with which you are proficient with. These natural weapons have the Finesse property.

  • Bite: Melee Weapon Attack, reach 5ft, one target. 1d6 Piercing damage. When you hit a creature that is not a Construct or an Undead, you regain hit points equal to the total damage of the hit.
  • Slash: Melee Weapon Attack, reach 5ft, one target. 1d6 Slashing damage. You can conjure sharp claws as part of your attack action.
  Beguiling. You gain proficiency in Deception or Persuasion.   Vampiric Persuasion. You know the spell Charm Person, your spellcasting ability for this spell is Charisma and it does not count against your number of spells known. You can cast this spell one time without expending a spell slot and cannot do so this way again until you finish a long rest.   Hunger. You are cursed with an insatiable hunger that must be quelled. If this hunger is not satiated before a certain period has passed, then you may lose control of yourself until you satisfy this hunger. Your hunger can be a variety of things, here are a few examples:
• Blood
• Flesh or raw meat
• Cerebral spinal fluid
• Esoteric humors
• Psychic energy
• A color from one's appearance
• Dreams
• Life energy
If you find yourself going two weeks without feeding on your chosen hunger, then your mind will only be fueled by primal urges and instincts, becoming a danger to those around you. You will only return to a normal state when you finally feed on your chosen hunger.
 

Languages. You can speak, read, and write Common and one other language of your choice.


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