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Dhampir

Dhampir are part vampire. They have some of the features of a vampire, including pointed fangs and paler skin, but they remain as living creatures unaffected by the complete vampiric curse.

A dhampir might have a single vampire parent or could have resisted the full transformation into a vampire.

Any living humanoid can become a dhampir.

Blood Supplement

Dhampir don’t need to drink blood to survive…but they can.

Dhampir can subsist off of blood, but aren’t compelled to do so like a vampire. Blood tastes sweet to a dhampir, and they feel invigorated when drinking it.

Some dhampir embrace their vampiric heritage and drink lots of blood, but others only do so in dire situations.

Sunburn

Dhampir don’t burn in sunlight, but they are sensitive to it.

Dhampir prefer to operate at night or underground, away from sunlight. Sunlight affects each dhampir differently. Some find that sunlight gives them a headache, while others find their supernatural powers are dampened in sunlight.

Sunstrider

Dhampir that can walk around in the sunlight without problems are called sunstriders. The most powerful vampire hunters in history have been sunstriders, and true vampires hate them. They see a sunstrider’s mortality as a threat, something that makes them completely incompatible.

Dhampir can’t be turned into vampires, but they also can’t be cured of the curse or process that made them into a dhampir.

Dhampir Names

Dhampir can be from any ancestry, so their names typically align with local or familial customs.

Example Names: Valera, Isomar.

Dhampir Traits

Dhampir can come from any other living ancestry, such as a human or halfling. You gain the following traits as a dhampir.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Dhampir age at half the rate of a non-dhampir of the same ancestry.
  • Size. You have the same size as a non-dhampir of the same ancestry. Your size is Small or Medium.
  • Speed. Your base walking speed is 25 feet if you are Small, or 30 feet if you are Medium.
  • Superior Darkvision (Minor Feature). You can see in dim light within 120 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.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Vampire Fangs (Minor Feature). You have sharp fangs, which are natural weapons you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your fangs are not weapons, but attacks with them are considered weapon attacks. This means that you can use your fangs for effects like the paladin’s divine smite, but not abilities that target weapons specifically.
  • Languages. You can speak, read, and write Common and one other language of your choice.

Major Features

Choose two of the following major features. You can exchange one major feature for two minor features.

  • Blood Drain. When you bite a living creature that has blood, you can choose to drain some of their blood. Your bite deals extra necrotic damage equal to your level, and you regain a number of hit points equal to the necrotic damage dealt. After you use this ability, you can’t use it again until you finish a short or long rest.
  • Hypnosis. You can hypnotize others, charming them with your supernatural powers. One creature you can see within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 hour. The charmed creature regards you as a friend. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. If the creature is hostile toward you, they have advantage on the saving throw. If the creature takes any damage or is forced to make a saving throw, they can repeat the saving throw, ending the effect on themselves on a successful save. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Misty Escape. When you drop to 0 hit points, you can choose to transform into a cloud of mist instead of falling unconscious. You can’t take any actions, speak, or manipulate objects in this form. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. You are immune to all nonmagical damage in this form. You return to your true form after a short rest. After you use this ability, you can’t use it again until you finish a long rest.
  • Shape Change. As an action, you can polymorph into a Tiny bat, or back into your true form. While in bat form, you can’t speak, attack, or cast spells, your walking speed becomes 5 feet, and you gain a flying speed of 30 feet. Other than your size and speed, your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert back to your true form if you die. You gain the shapechanger subtype.

Minor Features

Choose two of the following minor features only if you chose one major feature.

  • Beast Charmer. You have proficiency in the Animal Handling skill.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Necrotic Infusion. You have resistance to necrotic damage.
  • Night Hunter. You have proficiency in the Stealth skill.
  • Supernatural Charm. You have proficiency in the Persuasion skill.
  • Trained Tools. You have proficiency in two tools of your choice.
  • Undead Fortitude. You have advantage on saving throws against poison.
  • Undead Hunter. When you see a creature, you can instantly tell if they’re undead or not. This feature doesn’t apply if the creature is concealed or disguised with magic, but you do gain advantage on any checks to see through disguises and illusions.

Sunstrider

If you would prefer a dhampir that can operate normally in daylight, remove sunlight sensitivity and reduce the range of their darkvision to 60 feet.

Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez