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## Re-*vamped* Dhampir *Stalking through the night air, a lone figure sniffs at the air while glancing at the sun. Growing more alive it continues to descend, he smiles, canines flashing.* Yes, *he thinks,* this will be an excellent night indeed. *Hiding below the sewers, a haggard woman in tattered silken clothes kneels above a still-warm corpse, blood smeared across her lips. Hearing the sounds of guards entering her private chambers, she prepares for a feast.* ### Vampires-Lite Vampires have long stalked the night, existing as a dark mirror to humanity's own morality. Poised between the worlds of the living and the dead, Dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant Dhampirs a taste of a vampire’s deathless prowess, sharing a small portion of their progenitors' power...and their thirst. Full-blooded vampires scoff at the Dhampir's inherent weaknesses, though the ability to keep a foot in both the worlds of the living and dead is an invaluable tool. \columnbreak
### Cursed Nature Caught between drastically competing interests, Dhampirs lose something of themselves as the ages roll past. Relationships mean little as they watch friends grow old without them, turning bitter as they're left with their only companion being the thirst that forever gnaws at them. Dhampirs embody this perhaps more than their kin. Despite being gifted with abilities some people may only dream of, the cost for such gifts comes at a steep price few consider. Every Dhampir knows a thirst slaked only by the living. Those who overindulge this urge risk losing their minds, forever viewing others as prey. Things once enjoyed now feel empty; nothing comparing to the taste of another. Such hungers often leave the Dhampir in question to view others as mere cattle to be grazed upon, losing all sense of their humanity from before the transformation. Their new powers certainly don't help this. ### Vampiric Appearance Often portrayed as possessing unearthly beauty, this is not always the case. Vampire hunters note upon the smallest changes to track their quarry, and oftentimes they are legion. Fangs that start to protrude from their upper row of teeth, no reflection in mirrors or other reflective surfaces, dry, pale skin and occasional burns from the sun. These traits are passed down to nearly each Dhampir. With time, a keen observer can determine their nature, neccessitating caution. Many creatures shun and fear anyone touched by the Sanguine Curse, and their reactions can range anywhere from frightened to violent. Often finding themselves on the end of a pike, Dhampirs wary of this fate mask themselves in a bid to survive, using anything from makeup to magic. This, however, may always make one vulnerable to blackmail should one discover their secret. \pagebreak ## Dhampir Traits **Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this. **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and learn no new languages. **Creature Type.** You are a Humanoid. **Size.** You are Medium or Small. You choose when you gain this lineage, unless you are replacing your race with it instead, retaining the size of your original race. **Speed.** Your walking speed is 35 feet. **Darkvision.** 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. **Deathless Nature.** You don't need to eat, breath or drink water, and you don't age. **Bloodthirst.** Both gifted and cursed, your nature allows you to drain the life of any poor soul under your fangs. As an action, you can make an unarmed attack roll, using constitution for the attack modifier, against a willing humanoid, one that is grappled by you, unconscious, charmed or restrained. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. You regain hit points equal to the amount of necrotic damage dealt. **Sanguine Curse.** Born of the undead, you are largely spared from the full vampiric curse. However, some of their bane still flows through your veins, providing a weakness not found in mortal men. - If an attacker rolls a natural 20 on an attack with a silver weapon or wooden stake while you have half of your hit points (rounded up) or fewer, it is lodged into your heart and you are paralyzed until it is removed with an action from another creature. - If you go for 7 days without drinking at least a pint of blood, or using your Bloodthirst ability, your hit point maximum is reduced by 1d10, and continues to drop by 1d10 for every week you continue to not drink. This reduction can’t be removed until you've consumed a pint of blood for every d10 you're missing, and completed a short or long rest. **Subrace.** You have additional powers depending on the condition of your creation.
### Lightstalker Lineage *You are one of the few vampiric creatures able to live in the sunlight like a normal person. Your features are almost the same from before your transformation, and your skin unbothered by the midday light. Some, seeing their roots with the humans, take the chance to act as bastions of humanity. Others are the wolf in sheep's skin, picking their choice of meal each night, never suspected as the true moster behind the brazen attacks.* **Hidden Among Humans.** You gain proficiency in the Deception skill, and have advantage on any check to convince someone that you're a regular human. **Misty Escape.** As a reaction after taking damage, you create a 20 ft sphere of fog centered around yourself. The sphere spreads around corners, and the area is heavily obscured. The cloud lasts for a minute or until a wind of moderate speed or greater disperses it. Once you use this ability, you can't use it again until you've completed a short or long rest. **Unholy Charm.** You can cast the *Charm Person* spell with this trait once without expending a spell slot or using any components, though you must make eye contact with the target. You regain its use after a long rest. If you have any spell slots from a class or other source, you may cast this with them. Charisma is your ability modifier for the spell. ### Noblebrood Lineage *A Dhampir with more influence from their vampiric roots, these figures are said to be the most likely to stray towards an evil path. Many are purposefully created, used as shock troops, spies and servants, acting as the least wretched of a half-blood race.* **Unquenchable Thirst.** The necrotic damage of your *Bloodthirst* attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). **Spider Climb.** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. **Sunlight Sensitivity.** You have disadvantage on attack rolls and Wisdom (Perception) ability checks that rely on sight while you, the target of your attack, or anything you are trying to perceive is in direct sunlight. \pagebreak ### Feral Lineage *Gifted with a kinship for the vermin and predators of the world, these Dhampir are capable of shifting into such forms and taking flight. Many of them seem less human, possessing bat-like facial features and pronounced canines. They often shunning large human dwellings, living in city slums with company that they enjoy. Some scoff at society's weakness, though there are always some who live semi-normal lives, hidden among the low-lifes of society.* **Shapechanger.** You may take an Action to shift into a tiny bat, or back into your normal form. While a bat, your walking speed is 5ft, but you gain a flying speed of 30ft and can only take the Search, Dash, Disengage, Hide, Dodge or Help actions. You're unable to speak, and any equipment you are wearing or holding when you morph merges into your new form or drops to the ground. Your statistics, other than your size and speed, remain the same in any form, but you cannot speak while in bat form. If you take more than a quarter of your maximum health (rounded down) in damage while in bat form, you are forced back into your normal form, taking fall damage if appropriate, and are unable to use this trait again for a minute. **Blood Frenzy.** When you use your *Bloodthirst* action, life surges through your veins. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute, but have disadvantage on Wisdom and Intelligence checks and saving throws. **Sunlight Sensitivity.** You have disadvantage on attack rolls and Wisdom (Perception) ability checks that rely on sight while you, the target of your attack, or anything you are trying to perceive is in direct sunlight. > ##### Art Credits: > > "Dhampir" - Paizo, > "Haunted Forest" - Sam Turner, > "Screeching Bat" / "Stalking Vampire" - Slawomir Maniak \columnbreak ### Thaumaturge Lineage *Having all the time in the world to study is a particularly appealing prospect for many mages. When transformed, they often are absorbed in their craft for decades, often now focusing on sangromancy instead. Isolated in their towers, they now become premier arcanists, perfecting their craft over centuries of horrific and cruel studies.* **Arcane Potential.** You know the *Prestidigitation* cantrip, in addition to the *Hex* spell. Starting at 3rd level, you can cast *Invisibility* on yourself with this trait, without requiring a material component. Once you cast any of the spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them. **Honed Mind.** Your nature warps any spells you are able to cast, the blood now fueling much of your arcane power. Rather than regaining hitpoints with *Bloodlust,* you may instead regain a first level spell slot, provided you are able to cast spells. You may use this feature a number of times equal to your proficiency bonus, and may do so again once you complete a long rest. **Psychic Block.** You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it. This only affects lived in buildings. A hotel room would apply, yet a warehouse would not. The DM has final say on what exactly counts.
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