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## Dhampir *A normal day it was, just Marney and Louis inside wasting their time drinking. The fellow came in like a shadow, none of us even heard him until he was right next to me asking for a drink. Almost dropped the glass I was cleaning when he spoke. Tall figure clad in cloak and a hood covering most of his face. Paid well enough though. Marney and Louis, the foolish idiots could not keep their assess out of someone else's business. Tried to ask 'whachu hiding from us? ya a criminal?' and bothering him about everything. Did not believe when he denied the accusations and Louis pulled off his hood rather violently, almost tore it off. The lad beneath it was pale like death, long fangs clearly visible in his mouth. Well, shit. Louis panicked tried to shiv him with the shitty knife he keeps on himself but he soon ended up floor, with the stranger on him, looking as if he was tearing off his dammed throat. Marney ran away like a fucking coward he was and Louis passed out from fear. I was going for my crossbow when the stranger stood up and there was not even a scratch on the unconscious idiot. He apologized and even paid for damage and their drinks. I asked him if he really was vampire and he just pulled the curtain on window, stood right there in the falling sunlight, said: 'Almost.'* -Daenan Daeric, Owner of Hog's Den
Marriage of life and undead, something that lies on the line between the two. Dhampirs are born out of any mortal race mingling with the vampire. Their pulse is weak, their breathing quiet, teeth sharper than normal. To their mortal family they are most likely an aberration to be killed or cast out before it kills them. To nosferatu parent, they are pitiable weak reflection of true vampire, worthless as anything but servant, barely above their mortal prey. As such, most dhampirs are on their own, roaming the world in search of true home. \columnbreak ### Children of Blood and Death Dhampirs carry most of the physical traits of their mortal parents. However, their skin is pale and ashen, their eyes yellow or red. Combined with the fact most of the obvious signs of life - pulse, breathing, blinking - are quite slow, they are often mistaken for actually dead and wake up in morgues, or worse, graves. Just like with a true vampire, their canines grow to be bigger and they are sharp enough to cut through skin with ease. Even their nails grow to be a touch sharper and longer than is normal. Surprisingly enough, dhampirs lose out on most of innate abilities of their mortal parents. They do have most of vampiric powers in limited fashion, such as ability to consume blood for nourishment or ability to change their body into mist as a response to pain. ### Outsiders Everywhere Few dhampirs live a comfortable life, accepted by their environment. When that happens, it is mostly that they are allowed to serve the vampire that spawned them. Still, that is no easy existence as they are nothing but extensions of their parent, used only as puppets in their games. Few lucky dhampirs, when they get into enough favour with their masters, can obtain the gift of being turned a real vampire. And those that stay with their mortal side of family? Their features will soon give away their true nature. Death or abuse follows often. For dhampirs with no support from any of their family, the best bet is to travel. Many turn to the well developed cities where they can get a bit of understanding and lose themselves in the crowds. Others live in relative anonymity in rural places, hiding their true nature. And then some leave all civilization, tending to their own needs in forests and wilderness.
##### Quirk Table
| d8 | Quirk | |:---:|:-----------:| | 1 | You have extraordinary fear of bridges above running waters and hate crossing them. | | 2 | You have no shadow. | | 3 | You are allergic to garlic. | | 4 | You have quite the affinity for mathematics | | 5 | You do not cast reflection in objects made of silver. | | 6 | Bats from the area flock around you and do not see you as danger. | | 7 | You are cold to touch. | | 8 | You get seasick very easily. |
\pagebreak ### Dhampir Features All Dhampirs have a specific set of abilities they share with other Dhampirs. ***Ability Score Increase.*** Your Charisma score increases by 2, and another ability score of your choice increases by 1. ***Age.*** Dhampirs mature as fast as their mortal parents do, but they maintain youthful look even in elder age. They live thrice as long as them however, and those that succumb to the evil and hunt innocents for blood can live forever. ***Alignment.*** Most Dhampirs care for themselves in the world in which they are suspected and despised, often making them Neutral. Those that wish to become more like their vampire parents follow the path of Evil. ***Size.*** Dhampirs are about the same size as their mortal parents. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and a language of choice. ***Darkvision.*** Your sight has been modified by your ancestry. 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. ***Subdued Breath.*** As a Dhampir you lay somewhere at line between the undead and the living. You have resistance to necrotic damage. You can hold your breath for 15 minutes. Creature that is trying to detect if you are alive has disadvantage on any roll it makes to do that. ***Taste of Blood.*** You can taste any blood to find out the race and age and diseases of its owner and when it was spilled. You can drink blood instead of eating or drinking. ***Misty Jaunt.*** As a reaction to taking damage from an attack, you can choose to partly turn into a silvery, shivery mist. While under this form, attacks against you have disadvantage and you are resistant to bludgeoning, slashing, and piercing damage. However, you can not take any action, speak, or manipulate objects. This form lasts until the end of your next turn. You can use this feature once per long rest. ***Mortal Heritage.*** You gain some traits of your mortal parent. You gain proficiency in one skill and one tool of your choice.
> Great thanks to DoMT Discord and several specific individuals that helped me finish this project. Pictures credits:[Pretty Girl With Hat](https://www.artstation.com/artwork/Be5gz "title") \columnbreak ## Dhampir Feats ### Vampiric Magic You learn more of the magic typical of vampires. You learn the *Feather Fall* spell and can cast it at will, without expending a spell slot. However you can only cast it on yourself if cast this way. You also learn *Detect Thoughts* and *Misty Step*, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Blood Hunter Your thirsts for blood transforms you into something bestial and furious. * Either your Dexterity or Strength score increases by 1 * You grow powerful and sharp claws which you use to tear apart your enemies. Your claws are natural weapons which you use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. * When you taste blood of something you innately know the location of the creature that it belongs to, if it's still alive. This feature lasts for an hour and you can only "track" one creature. ### Link to Animals Vampires can change into, and communicate with animals. You gain an ability to talk and understand Beasts, You also gain ability to change into a Wolf, Bat or a Spider. You can use a bonus action to polymorph into an animal, or back into your true form. Your statistics other than your speed and AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. While you are a Wolf your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You revert to your true form if you die. ### Undead Nobility Vampires are considered the nobility of the undead, thanks to their intelligence, charisma and ability to control the lesser undead. You can add double your proficiency bonus to any Persuasion check involving the undead. You can also summon an undead servant to serve your every whims. You can cast Unseen Servant as a ritual, using a body dead no more than 1000 years dead as a material component. When cast this way, the spell has a duration of eight hours, and The servant takes the form of a visible Medium construct made from the body used for the ritual. If you control multiple servants, you can command any or all of them at the same time. You can cast the spell this way a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.