Dhampir

Flavor

5e Racial Stats

  • Ability Score Racial Traits: A dhampir increases their Charisma score by 2.
  • Type: Dhampir are humanoid with the undead subtype, and they retain the type and subtype(s) of their base parent race.
  • Size: Dhampir are the same size category as their base parent race.
  • Speed: Dhampir have the same speed as their base parent race
  • Languages: You can speak, read, and write Common, Necril, and one language derived from your base parent race.

Darkvision (x)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deathless Nature (x)

You are considered both humanoid and undead for the purposes of detection and negative effects relating to creature type, the only exception to this would be resurrection spells, though the DC to resurrect you is increased by four. Additionally:
  • You don’t need to breathe, and you are healed by leveled spells that deal Necrotic damage as if the damage were healing, however, because of your connection to death, you are vulnerable to Radiant damage.
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • Healing spells that do not function against undead, instead heal you for half the normal amount of healing.
  • Necrotic damage leveled-spells that heal you cannot critically hit against you.

Eternal Hunger (x)

You do not need to feed as a normal creature of your species would, instead you must partake in the blood of another sentient creature in order to survive, though beasts and similar creatures can sustain you temporarily. You must feed upon at least 2 liters of blood a day to sustain yourself, for every two liters of blood above 2, up to ten, that you feed upon, you are healed for that creature's HD. You can heal in this way a number of times equal to your Proficiency bonus, regaining all uses of this ability after completing a long rest.   Failing to feed in this way, causes you to suffer from the effects of starvation and dehydration, gaining levels of exhaustion as appropriate. You do not gain any healing or additional benefits from feeding upon beasts or similar creatures, should you go a month or more with feeding only upon beasts or similar creatures, you can randomly become sickened each day. Whenever you would roll initiative, roll a Constitution saving throw with a DC equal to 8 + 1 per three months that you have gone without feeding on a sentient creature, failure results in you becoming sickened for the duration of the combat. This can also occur outside of combat at GM discretion.

Rapid Reflexes (1)

Your heightened reflexes allow you to sense when an attack is about to strike. When you take damage, you can use your reaction to roll a d12. Add your Dexterity modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Spider Climb (2)

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.

Sunlight Sensitivity (x)

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

True Faith Resistance (1)

You have advantage on any saving throw to resist becoming Turned, and when turned you can make a new save against the effect at the start of each of your turns.

Vampire's Bite (x)

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can choose to add your Dexterity 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 is neither a Construct nor an Undead, you can empower yourself in one of the following ways:
  • You regain hit points equal to the piercing damage dealt by the bite, any excess healing is converted into temporary hit points which stack with other forms of temporary hit points.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals one half of your Proficiency bonus.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vampiric Magic (2)

You can cast the charm person spell once using this trait. When you reach 3rd level, you can cast the beast sense spell once with this trait. When you reach 5th level, you can cast the suggestion spell once with this trait. When you reach 7th level, you can cast the gaseous form spell on yourself once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.

Ancestry

You can replace one trait of your choice denoted by a (2) with a trait from your base parent's race that is also denoted by a (2). Additionally, you can replace one trait of your choice denoted by a (1) with a trait from your base parent's race that is also denoted by a (1). Finally, if a race has an ability denoted by an (x), you gain this ability as a part of your ancestry with this race.  

Alukah

5e Racial Stats

  • Ability Score Increase: Your Strength score increases by 2.

Auspex (2)

As an action, you can focus your senses onto a creature within 60 feet that you can see, allowing you to perceive the state of that beings psyche in a shifting kaleidoscope of color. The target must make a Charisma saving throw against a DC of 8 + your Charisma modifier + your Proficiency bonus. On failure you can read the targets aura, and learn the following information about the creature: The emotional state of the target, the target's creature type, and any magical effects currently affecting the target.

Touch of the Grave (2)

You have resistance to Necrotic damage; this resistance does not lessen the healing that you provide with spells such as Life Transference.

Ghenze

5e Racial Stats

  • Ability Score Increase: Your Wisdom score increases by 2.

Feral Whispers (1)

You can communicate with beasts as if you were under the effects of the spell Speak with Animals. Additionally, you can feed from non-sentient beings, gaining full nourishment from beasts and similar creatures. Finally, when you reach 7th level, you can cast the spell dominate beast, with the following changes: The spell targets a number of beasts within range equal to your Charisma modifier (minimum 1), the spell is no longer considered concentration, and the duration is increased to 24 hours. You can cast this spell once, regaining its use after completing a long rest.

Lamia

5e Racial Stats

  • Ability Score Increase: Your Dexterity score increases by 2.

Ethereal Sight (2)

As an action you can look into the realm of souls, granting you the ability to see 60 feet into the Ethereal Plane, as well as the ability to detect invisible creatures within this range as if you were under the effects of the See Invisibility spell. This ability remains active for one hour, or until dismissed early as a bonus action. This ability can be used a number of times equal to one-half of your Proficiency bonus, regaining its uses after a long rest.

Soul Drinker (x)

You are cursed beyond that of the normal kindred. Unable to gain sustenance from blood, you must feed from the souls of living beings. This is particularly dangerous, very noticeable, and often fatal for the victim. Whenever you attempt to feed using your Bite, you instead drain out the spirit of the victim, feeding upon its soul. Your Bite's damage is increased to 1d8, and whenever you are healed by this ability or your eternal hunger ability, you must make a Wisdom saving throw DC 8 + 1 for every 5 points of HP that you are missing from your maximum, with an additional +2 for every level of Exhaustion that you are suffering from, on failure, you must use your next action to continue to feed from the victim on the following round.

Moroi

5e Racial Stats

  • Ability Score Increase: Your Intelligence score increases by 2.

Blood Sorcery (2)

You can use blood to enhance your magical abilities. As a bonus action on your turn, you can damage yourself for 5 x your Proficiency bonus points of unmitigated damage, if you do so, you can perform one of the following actions:
  • Increase the spell save DC of the next spell you cast until the end of your next turn by one.
  • Cast a spell with a casting time of one Action as a part of this bonus action.
  • Cast a spell at double the normal effective range.
  • The next spell you cast until the end of your next turn is cast without any verbal or somatic components.
You can use this ability a number of times equal to your Proficiency bonus, regaining all uses after completing a long rest.

Ramanga

5e Racial Stats

  • Ability Score Increase: Your Intelligence score increases by 2.

Beast Form (2)

As an action, you can transform yourself closer to the Beast, entering into a sort of shadow demonic form that increases your size to large, increases your natural reach by 5 feet on melee attacks, adding an additional 1d4 points of damage damage on martial attacks, and granting you advantage on Strength checks and saving throws, as well as on Intimidation checks. The beast form grants you a 60 foot fly speed, allows you to hover, and lasts for 1 minute. It can be used once, regaining this use on a short or long rest.

Strigoi

5e Racial Stats

  • Ability Score Increase: Your Strength or Dexterity score increases by 2.

Shadow Touched (2)

As a bonus action, you can teleport to an area of dim-light or darkness within 60 feet that you can see, you can use this ability a number of times equal to your Proficiency bonus, regaining spent uses after a long rest. Additionally, while in an area of dim-light or darkness, you gain the ability to sense the blood of living creatures, granting you Life-sense out to a range of 20 feet.

Vetala

5e Racial Stats

  • Ability Score Increase: Your Dexterity score increases by 2.

Telepathy (2)

You are able to reach into the minds of those around you, sending your own thoughts and communicating through telepathic means alone. You have Telepathy out to a range of 60 feet, while speaking to another telepathically, you can attempt to dig into the thoughts of the target, as if you had cast Detect Thoughts on the target, a creature that saves against this effect cannot be communicated with telepathically by you for 24 hours. You can use the detect thoughts ability once, regaining its use after a short or long rest.

Basic Information

Growth Rate & Stages

Random Dhampir Starting Age

Same Adulthood as base parent race, double random starting age of base parent race.

Random Dhampir Maturing Affects

Same Young age category as base parent race, 50% increase to all age categories beyond Adulthood.
Average Physique

Random Dhampir Height and Weight

Same as parent race.
Related Organizations

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