Dhampir are born of a male vampire and a human female. Since vampires are particularly charming and devious, the mother is rarely a normally willing participant. Usually, the mother dies, or becomes a vampire herself. In the few cases where the vampire is driven off, but after his encounter with the mother, a Dhampir is born.

Dhampir exhibit several strange features, proving that indeed, vampires are very much alive and can pass on their genes. Dhampir exhibit a strange flexibility that is not normal even amongst vampires, and their bones are particularly soft. Dhampir do not live very long in this state, and few last past the age of ten. Those who do, however, tend to lead spectacular lives.

Dhampir artwork tends to be often very surreal, very abstract, and very black and white with lots of grays in between. Dhampir have a difficult time “staying in reality” and perceiving things for what they really are – their supernatural nature and sight gives them an entirely alien view on the world. Dhampir are not builders, certainly not enough to mention anything about their style of architecture.

Dhampir are rebels. They live fast, die young, and aren’t afraid to show their disdain for their human and vampire parents. Their clothing often reflects this attitude – although there are many Dhampir who dress in blacks, whites, grays, and all shades of red. Overcoats, broad-brimmed hats, and anything with symbols of death on it are common.

Dhampir can eat normally like their human parents, but they also can choose to drink blood. They don’t have to -the urge rarely strikes them, but they can if they feel it’s necessary, and starving dhampir who have no other choice will resort to such drastic actions. Dhampir are usually loath to bare their fangs in any situation, but will use them to scare opponents, or to convince others that they’re really vampires. Dhampir read many horror stories. They don’t write much, but when they do it’s often tales of psychological battles of inner turmoil. Dhampir live on the fringes of society, often hiring themselves out as “undead bounty hunters” of a sort who go after undead who have wronged the helpless. They have no society of their own, but adapt quickly to the lifestyles around them. Failure to do so could bring more attention to them than is necessary or desired, and brings with it the risk of them being accused of being vampires. Although Dhampir are not harmed by sunlight, they cannot heal in it. This gives them an advantage over their vampire cousins, but encourages them to inhabit the same haunts.

Male Names: Midruc, Chanvonok, Gralvacak, Krezlaci, Navnedek, Orkacek, Razkac, Rolka, Sevkoc, Vazig, Volvace

Female Names: Ilge, Ingati, Jailimia, Olge, Nazage, Nidzou, Shilna, Sholo, Sidelo, Zoudnona, Zenuro

Family Names: Chisgesk, Gevess, Kaznedh, Kurzess, Muvzinil, Negnazix, Noryoveg Raszag, Rolzovax, Var, Zedh, Zunvas


  • Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
  • Age. Dhampir live extremely short lives, up to ten years. The reason for this is their heritage – the wild rages of the vampire pump through their all too human body, and they “burn up”, very quickly. Many Dhampir give into their wild passions and live very dangerous lives as a result.
  • Alignment. Dhampirs have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end.
  • Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target, using either Strength or Dexterity for your attack roll. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. 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.
  • Kiss of Death. Your gradually embrace your vampirism as you grow in power. You choose one enhancement now and one at 5th level.
    • Claws (1st level). Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
    • Healing Factor (1st level). Your vampiric ancestry boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
    • Charm Gaze (1st level). You can hypnotize humanoids with your gaze. You can cast charm person once after a long rest, requiring no material components.
    • Flexible (1st level). You have advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
    • Menacing (1st level). You gain proficiency in the Intimidation skill.
    • Vampire Speed (1st level). Your base walking speed is 35 feet.
    • See Invisibility (5th level). You can see invisible creatures and objects within 10 feet of you that are within line of sight.
    • Spider Climb (5th level). You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
    • Summon Creatures of the Night (5th level). You can cast summon animals once per long rest, but only summon bat swarms, rat swarms, or wolves.
    • Vampiric Resistance (5th level). You have resistance to necrotic damage.
  • Languages. You can speak, read, and write Common and Vampire.
  • Size. Dhampirs are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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