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Dhampir

The result of the interbreeding of


humans and vampires, a Dhampir has a limited amount of abilities
that they can tap into due to their vampiric blood, without many of
the drawbacks of being a full blooded vampire. They are typically
unnaturally beautiful, a feature passed down by their vampire
heritage. While they are able to sustain themselves with normal
food, blood is a beter source of nutrients.

Mechanics
Ability score increase. Your Charisma score increases by 2
and you gain 1 in Strength, Constitution, or Dexterity.
Age. Dhampirs reach maturity at the same age as humans,
after which they cease to physically age, they don’tt die of old age and
stay young looking for as long as they live.
Size. Dhampirs are around the same size and build as
humans, although they are typically taller and thinner.
Speed. Base walking speed is 30 feet.
Darkvision. Thanks to a Dhampir’ts vampiric heritage, they
have superior vision in the dark. 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’tt discern color in darkness, only shades of gray.
Necrotic Resilience. You are resistant to necrotic damage,
however, you are in turn vulnerable to radiant and fre damage.
Vampiric Shape Change. You are capable of using a limited
version of Wild Shape. This trait allows you to take the shape of a
Bat or a Wolf, using the statistics out of the Monster Manual, once
per long rest.
Vampiric Charm. You gain profciency in persuasion.
Sharp Fangs. Gain a bite atack, which you are profcient in,
that does 1d6 piercing damage, you can only use this on a restrained
enemy. Once per short or long rest, you can bite a willing or
restrained creature and gain the amount of damage dealt back, or
alternatively a level of exhaustion is restored.

Abilities (Choose one)


In addition to the traits above, you may choose another ability fom
this list, and you may also replace Vampiric Shape Change OR
Darkvision with a new ability, only one, not both!
Enhanced Scent. You may focus in on a particular smell within a
range of 300 ft. fom you, and you gain advantage on perception
checks using this trait, however, if you smell blood while using this
trait, it drives you crazy, and you will blindly dash after the scent.’t
Vampiric Magic. While some Dhampirs are more magically inclined
then others, most Dhampirs have some magical capability passed
down to them fom their vampiric bloodline, if you take this trait,
you may cast Magic Missile as a 1 st level spell once per long rest, in
addition, you may choose any two sorcerer cantrips. If you have
taken any levels in sorcerer, you don’tt get the two additional
cantrips, but you can still cast the extra Magic Missile. The spell
casting modifer for these spells is your Charisma.
Sharp Claws. Some Dhampirs have long, sharp claws that they can
use in combat. You now gain a claw atack, with which you are
profcient, that does 1d6 damage, and you use your charisma for
atack and damage rolls.
Enhanced Darkvision. Increases radius of Darkvision by 30 ft, if
you’tve traded out your darkvision, this trait will grant you 30 ft. of
Darkvision.
Vampiric Wings. Once per long rest, you may sprout a pair of large
bat wings to carry you through the air, this ability lasts for fve
minutes, and you may not use this ability while wearing heavy
armor. In addition, this trait must be traded out for Vampiric Shape
Change, you can’tt have both!
Bloodmad. This trait will double the amount of health gained when
using the Sharp Fangs ability, however, the taste of the blood drives
you mad, making you crave more. You go feral for 1d4 turns, causing
you to lose rationality, in this state you are only able to make bite
atacks, and you will atack the nearest hostile creature to you, you
may atempt to break out of this state with an Intelligence Saving
Throw, the DC is 14.
Supernatural Health. With this trait you are immune to disease.
Vampiric Will. With this trait, you will gain advantage on checks
made to charm you.
Coffin Slumber. With this trait, if you sleep in a coffin, you can gain
the beneft of a long rest in only 4 hours.
Body Manipulation. This trait isn’tt common in Dhampirs, as it’ts a
trait that isn’tt commonly found in vampires, the most prominent
example being Jojo’ts Bizarre Adventure, nonetheless. This trait
allows you more control over your body, you may now lower your
body temperature, giving you access to a modifed version of the
Frostbite cantrip, instead of being able to use it fom 60 ft. away,
you must now make contact with the creature you’tre using the
cantrip on. In addition, you may now pressurize bodily liquid in
your eyes, creating small openings to blast out two powerful fuid
jets, these are efectively eye lasers. This ability counts as a frst level
spell, and gets recharged on a long rest. The “eye lasers” do 2d4
damage and the opponent must make a save, the DC is equal to
your charisma, or become fightened for a turn. Your spellcasting
modifer for both of these abilities is Charisma.
Body Manipulation Alt. This trait is a less fantastical alternative to
the concept of bodily manipulation. With this trait you are capable
of shooting your blood out, allowing you a favored use of the
Grease spell, you may alternatively aim for an opponents eyes, the
opponent must make a Dex save, DC 12, to dodge out of the way of
your blood, if they fail the save they are blinded for a turn, this
ability recharges on a long rest. (Once you use one of the two uses of
the ability, you may not use the other until you fnish a long rest.)
Enhanced Speed. If you take this trait, your base speed is instead 35.

NOTES
1. With DM approval, you are allowed to take Vampiric Will, Coffin
Slumber, Supernatural Health, Enhanced Scent, Vampiric Magic,
or Enhanced Darkvision in place of a feat.
2. I’tve made my best atempt to balance while keeping things
interesting. I’tve also atempted to give a potential player some
customizability, this is made with passion and I hope that if
anybody else uses this that they have fun with the race!
3. Make sure to read carefully, I tried to word things as carefully as
possible to avoid confusion.

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