Dhampir — Half-Vampire Player Race for D&D 5th Edition

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Dhampir Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. Dhampirs take twice as long as humans to reach maturity but live twice as long due to their diluted vampirism affecting their form. Most dhampirs reach adulthood in their late thirties and live around 200 years.

Alignment. Due to their vampiric lineage, many dhampirs tend towards evil, though some cling to their humanity.

Size. Dhampirs vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Vampiric Resistance. You have resistance to necrotic damage.

Art Credits:

"The Misty Wood" by Chaoyuanxu
"Dhampir2" by albe75

Bite. Your set of fangs is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you may choose to spend one of your hit dice to drain blood from the creature. Add the hit dice + your Constitution modifier as additional necrotic damage to your Bite. You then recover hit points equal to the necrotic damage dealt. Once you spend a hit dice with this feature, you cannot do so again until you finish a long rest.

Darkvision Thanks to your vampiric 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common and one extra language of your choice. Dhampirs typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Subrace. Four main subraces of dhampirs populate the worlds of D&D: blueblood dhampirs, demonblood dhampirs, feralblood dhampirs, and masqueblood dhampirs. Choose of one these subraces.

Blueblood

Your vampiric bloodline stems from the cream of society. Decadent nobles, wealthy merchants, and even royalty hail from this strain of vampirism.

Ability Score Increase. Your Charisma score increases by 1.

Profane Eloquence. You have proficiency in the Persuasion skill.

Unnatural Charm. As an action, you can target one humanoid you can see within 30 ft. If the target can see you, the target must succeed a Wisdom saving throw. The Wisdom Save DC = 8 + your Charisma modifier + Proficiency. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Bite feature. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect. Once you use this feature, you cannot use it again until you finish a long rest.

Demonblood

Your vampiric bloodline stems from Orcus' curse of undeath upon the denizens of the Material Plane. Mages, cultists, and priests often belong to this strain of vampirism.

Ability Score Increase. Your Intelligence score increases by 1.

Abyssal Knowledge. You have proficiency in the Arcana skill.

Demonic Magic. You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Art Credits:

"Ghost Quarter" by Peter Mohrbacher

Feralblood

Your vampiric bloodline stems from the primordial vampires of old. The horrid creatures of night that shared more in common with beasts than man.

Ability Score Increase. Your Strength score increases by 1.

Uncanny Pursuit. You have proficiency in the Survival skill.

Beastial Fangs. The piercing damage from your Bite feature increases to 1d8 and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Masqueblood

Your vampiric bloodline stems from the mysterious Daywalkers who live amongst the lowly kine. This curious strain of vampirism is believed to have descended from the joining of vampires and doppelgangers though no one is certain of its true origins.

Ability Score Increase. Your Dexterity score increases by 1.

Sanguine Duplicity. You have proficiency in the Deception skill.

Faceless Predator. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

 

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