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Dhampir

The dhampir is the offspring of a vampire and a human. They appear to be humans, though their skin often has a pallid or subtly corpselike aspect. They have retractable canine fangs that appear normal when not in use.

Ancestral Traits

Your dhampir character has several distinctive traits gained from your vampiric ancestry.

Age. Dhampir mature as humans do, but have extremely long lifespans due to their undead heritage, living upwards to a thousand years.

Size. Dhampir are the same size and weight as humans. Your size is Medium.

Speed. Your base speed is 30 feet.

Senses. Darkvision. Dhampir have enough vampiric heritage to be attuned to the night, granting their descendants 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.

Fangs. You have retractable, sharp, canine teeth, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.

Blood Drinker. As an action, you may use your fangs to make an unarmed strike against a foe who is grappled, restrained, incapacitated, or willing. If the attack hits, it deals its normal damage plus 1d4 necrotic damage. You gain temporary hit points equal to the amount of necrotic damage you deal.

Sunlight Sensitivity. While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Resistance. You have resistance to necrotic damage.

Cultural Traits

Dhampir rarely if ever forms communities for the simple reason that there are so few of their kind. In those few circumstances where they band together, it is usually in small groups that travel the land in mutual support.

Ability Score Increase. Your Constitution increases by 2, and your Charisma score increases by 1.

Alignment. Dhampir usually lead solitary lives, moving from place to place. Though they may choose to follow the laws of the lands in which they travel, they themselves feel no allegiance to law.

Vampiric Magic. When you reach 3rd level, you can cast the charm person spell once with this trait. When you reach 5th level, you can cast the spider climb spell on yourself once with this trait, without requiring a material component. When you reach 7th level, you can cast the gaseous form spell on yourself once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and one other language of your choice.

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