1. Races

Dhampir

Humanoid, Cursed

Physical Description:

Dhampir possess a striking blend of humanoid and vampiric features. They often have pale or slightly dusky skin, with prominent fangs and eyes that range from crimson red to dark, intense hues. Their visage echoes that of vampires, but to a lesser extent. Many Dhampir possess an uncanny grace and agility, with a hint of otherworldly allure.

History:

The origins of the Dhampir trace back to the secretive and elusive vampires of the Iron Isles, where mortals and vampires sometimes form brief, intense relationships. Dhampir are the offspring of these unions, their lineage mixing the inherent vampiric traits with mortal blood. Their history is one of strife and marginalization due to being seen as an 'impure' bloodline, often leading to their exclusion from both human and vampire societies.

Society:

Dhampir often lead solitary lives, shunned by both their mortal and vampiric relatives. Some attempt to integrate into societies outside the Iron Isles, trying to carve out a place for themselves despite prejudices. Due to their vampiric heritage, they are sometimes mistaken for true vampires, leading to suspicion and fear. As a result, many Dhampir develop a self-reliant and resilient nature, learning to survive and thrive on their own terms.

Racial Names:

Dhampir names often carry a mix of human and vampiric influences, ranging from elegant to haunting. Examples include Valerian Nightshade, Seraphina Bloodmoore, or Lucian Darkraven.

Racial Feat:

  • Ability Score Increase: Dhampir possess enhanced agility and charisma, gaining increases in their Dexterity and Charisma scores.
  • Age: Dhampir mature at a rate similar to humans but have a slightly longer lifespan, often living up to 150 years.
  • Alignment: Dhampir have a diverse range of alignments, influenced more by their upbringing and choices than their vampiric lineage.
  • Size: Dhampir are typically of medium size, with their build and features varying depending on their specific heritage.
  • Speed: They have a base walking speed of 35 feet and possess exceptional agility.
  • Languages: Dhampir are fluent in the languages of the region they are raised in, and often know the ancient tongue of the Iron Isles.
  • Vision: They can see in dim light within 60 feet of them as if it were bright light and in darkness as if it were dim light. They discern colors in that darkness as shades of gray.
  • Resistance: Dhampir possess no innate resistance to any particular elements or conditions.
  • Immunity: Dhampir lack specific innate immunities to particular ailments or effects, relying on their adaptability to overcome challenges.

Deathless Nature

They don’t need to breathe.

Spider Climb

They have a climbing speed equal to their walking speed. In addition, at 3rd level, they can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free.

Vampiric Bite

Their fanged bite is a natural weapon, which counts as a simple melee weapon with which they are proficient. They add their Constitution modifier, instead of their Strength modifier, to the attack and damage rolls when they attack with this bite. It deals 1d4 piercing damage on a hit. While they are missing half or more of their hit points, they have advantage on attack rolls they make with this bite.

When they attack with this bite and hit a creature that isn’t a Construct or an Undead, they can empower themself in one of the following ways of their choice:

  • They regain hit points equal to the piercing damage dealt by the bite.
  • They gain a bonus to the next ability check or attack roll they make; the bonus equals the piercing damage dealt by the bite.

They can empower themself with this bite a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.