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Dhampir

Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly
beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a
ghastly pallor, particularly in the sunlight, while those with dark complexions often
possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are
inevitably more pronounced, and they move with an unnaturally fluid grace.
All dhampirs have elongated incisors.

Society:

Dhampirs have no culture of their own, nor do they have


any known lands or even communities. Often born in
secret and abandoned at orphanages or left to die on
the outskirts of town, they tend to live solitary lives
as exiles and outcasts.
Individuals acquire the cultural beliefs and teachings of
the regions in which they grew up and adopt additional
philosophies over the course of their complex lives. This
ability to adapt to a verity of circumstances provides dhampirs
with a social camouflage that hides them from both predators and prey.
In rare instances, dhampirs might gather to form small groups or cabals
dedicated to resolving their joint issues. Even so, the philosophies of
such groups reflect the interests of the individuals involved, not
any common dhampir culture.

Relations:

As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-
breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs.
Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and
violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly,
dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by
frustration.

Alignment and Religion:

Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence
of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their
wicked natures rarely progress beyond a neutral outlook.

Adventurers:

The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to
spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs,
while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless
of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little
formal training, a great many of these journeyers become fighters and rogues.

Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir
alchemists have been known to obsess over transforming their own bodies. Those who feel the call of
the hunt often become Paladins.

Names:

Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names,
and most keep their human birth names. Many dhampirs take their mother’s surname, while others take
the surname of the towns or regions in which they were born, or use a surname derived from a
significant event.

Dhampir Traits
Dhampirs share certain abilities with Vampires thanks to the curse they share.

Ability Score Increase


Your Dexterity increases by 1 and Charisma by 2.

Age
Dhampirs are long lived thanks to their vampire heritage. They reach adulthood at the same rate as a
human but can live for several hundred years.

Size
Dhampir have the same range of height and weight as humans.

Speed
Your base walking speed is 30 feet.

Darkvision
Cursed by your vampire heritage, you can easily see through darkness. 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.

Vampiric Resistance
You have resistance to Necrotic damage.

Sunlight Sensitivity
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.

Vampiric Magic
You know the minor illusion cantrip. When you reach 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 misty step spell once with this trait and regain the ability to do so when
you finish a long rest. Charisma is your spellcasting ability
for these spells.

Bite
Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for
an unarmed strike

Blood Thirst
In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a
special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit
points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you
finish a short or long rest.

Languages
You can speak, read, and write Common.

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