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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.
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.