Dmapire- Monster Race

by Pezz

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Dampire

Dampire

Dampires are a captivating yet fearsome race, endowed with many of the strengths of vampires while largely avoiding their vulnerabilities. They emerge through a dark transformation, a result of vampires preying on women during childbirth and passing on their cursed lineage to the child. The enigmatic vampires of the Nightfall Society wielded their half-vampire offspring as powerful assets, exploiting their unique abilities to maneuver during the daylight hours. However, as human vigilance heightened, they faced persecution and eventually had to flee to the refuge of Haven. Some, however, managed to persist within their ancestral land of Drigin Crest.

Dampire features

Ability Score Increase. You can choose to increase your Strength or Dexterity by 1.
Age. Your age is fixed at the point of your transformation. Evading the primal urge to feed will allow you to age akin to a regular human.
Alignment. As a result of your dual nature, you may tend to view other species with disdain and prey upon them when opportunity arises. This tendency often places your kind within the realm of the Evil Alignment.
Size. You have the choice between small and medium depending of the age of your first feeding.
Creature Type. You are classified as both undead and humanoid.
Speed. Your walking speed is 30 feet.
Languages. Undercommon and an additional language of your choice.

Special Traits

Bloodthirst. You possess the ability to drain the essence of life from a willing or incapacitated creature. By making a melee attack, you deal 1 piercing damage and 1d6 necrotic damage. The target's maximum hit points are diminished by the necrotic damage dealt, and you regain hit points equal to that amount. This reduction persists until the target completes a long rest. If this effect reduces the target's hit point maximum to 0, the target perishes. Additionally, you may choose one of the two abilities: "Blood Pact" or "Null Essence."
Blood Pact: Upon using your Bloodthirst ability, a surge of vitality courses through you. Your speed increases by 10 feet, and for 1 minute, you gain advantage on Strength and Dexterity checks as well as saving throws.


Null Essence: If this effect reduces the target's hit point maximum to 0, a humanoid subjected to it transforms into a null entity.
Darkvision: You possess darkvision with a range of 120 feet, allowing you to discern creatures in various conditions of lighting.
The Dead Don't Slumber Equivalent to a long rest, the Dampire only needs half as much time to complete a short or long rest. In this state, should the Dampire be impaled with a wooden piercing weapon, they immediately suffer 35 points of damage and are paralyzed until the weapon is removed. If the attack reduces the Dampire to 0, they immediately turn to mist and must return to their original "resting place," whether that be it's point of rebirth, or the object they chose as their berth. If the Vampire is dropped to 0 hit points in their chosen "resting place," they instead turn to dust and are completely destroyed. Nothing short of a True Resurrection or a Wish spell can bring the Vampire back.

Blood Starvation

If a Dampire abstains from feeding for a week, they accumulate a Blood Starvation point. A maximum of 3 points can be amassed before the Dampire is compelled to feed. Should the Dampire persist in ignoring their hunger, they must first make a DC 25 Constitution saving throw, followed by a DC 25 Wisdom saving throw if the Constitution save is failed. Failing the Constitution saving throw results in the Dampire suffering 20 points of force damage for every hour they continue denying their thirst. Failing the Wisdom saving throw mandates that the Dampire seek out the nearest living humanoid and endeavor to drain its life essence. Consuming the life force of two humanoids entirely erases all accumulated Blood Starvation points. Each point taken unlocks specific abilities that can be utilized twice per short or long rest.

Blood Starvation (3 points)
1 point: Gain the capacity to sense the life essence of living beings within 30 feet, albeit suffering disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks. As a reaction in combat, an Intimidation check can be made. If successful, the target must choose a new opponent to engage. This feature is usable twice and recharges after a short or long rest.
2 points: Acquire the ability to add half your level (rounded down) in Necrotic damage to any attack. This comes at the cost of a -5 penalty to your next attack roll, and the next two attacks directed at you receive a +5 bonus. This feature is usable twice and recharges after a short or long rest. Disadvantage on all Charisma (Deception) checks.
3 points: Empower your Dampire's Kiss and Claw attacks with advantage and a +3 bonus to attack and damage. However, you endure disadvantage on all Charisma-based checks and automatically fail Charisma (Deception) checks to conceal your Vampiric Nature. Additionally, gain the ability to deal an extra 1d8 Necrotic damage with a Claw attack. This feature is usable twice and recharges after a short or long rest. Whenever a Blood Starvation ability is employed, the Dampire endures damage corresponding to the number of Blood Starvation points.

Claws. Much like a lion employs claws and fangs to expose the innards of its prey, a Dampire extends its regenerative capabilities to elongate its sharpened nails, rending into the flesh of its victim. Whether as a terror tactic or a weapon, close encounters with these already crafty beings should be avoided. Each swipe from these unnaturally extended "talons" inflicts 1d6+Dexterity modifier slashing damage. At 5th level, these claws are treated as magical weapons for overcoming resistances.

Dampire's Kiss. Arguably the most prevalent and dreaded ability of the immortal undeath, a Dampire's bite holds more peril than its prey might expect. Beyond the uncanny sharpness of these natural weapons, the venom secreted by their ivory daggers can induce a state of vulnerability in their victim. This state makes the target even more susceptible to the Dampire's onslaught, particularly the innate drain of life essence that each strike can deliver.

Each attack inflicts 1d4+ your Dex modifier piercing damage, accompanied by a number of d8s corresponding to the victim's sacrificed hit dice. The Dampire regains half the necrotic damage dealt. At 5th level, the initial piercing damage increases to 1d6 and again to 1d8 at 12th level. Furthermore, at 5th level, the bite gains the power to cloud the victim's mind, becoming a magical weapon for overcoming resistances.

Ethereal Mist Grasp. Should the Dampire choose to grapple a target using their action, they can utilize a bonus action to attack and seek to cloud the target's mind. The target must succeed on a Wisdom saving throw (DC 8 + Proficiency + Charisma modifier) or become affected as if under the Confusion spell. This effect persists for 1 minute or until the target manages to save from it. The target can attempt the saving throw at the end of each of its turns. This ability is usable twice per short rest.

Vampire Houses

The origin of the vampiric covens traces back to ancient times, marked by the visionary, Father Vorath, the Bloodlord. He envisioned diverse traits dispersed among his progeny, thus founding four houses, each led by his most formidable creations.

Subraces

The Dampire race is sub-divided into three distinct covens under the banner of the Nightfall Society:

House Nocturna

A prestigious lineage of pureblood vampires. Count Vicktor Nocturna embodies the elegance and refinement of the aristocratic vampire. He possesses formidable vampire abilities and is known for his seductive charm and skilled manipulation of both mortals and fellow vampires.
Ability score increase. Your Charisma is increase by 2.
Charmed. Your Charisma skills have the chance to be more successful. When you cast any spells that have a charm effect, you can choose to make 1 creature roll that check with disadvantage. If the checks succeeds the charms duration is doubled and any Saving throw end the effect is rolled with diadvantage. You may use this once per short rest, or after feeding on a living creature with Bloodthirst.

House Duskmorne

Another esteemed lineage of pureblood vampires. Lady Eveline Duskmorne is a graceful and mysterious figure, adept at ancient blood magics and illusions. She is a master of political intrigue and operates in the shadows, securing the influence of her house within the Nightfall Society.
Ability score increase. Your Intelligence or your Wisdom can be increased by 2.
Blood magic Any damaging abilites done by you have the chance to become more powerful. After you hit a creature you may choose to add an additional 1d6 necrotic damage to your attack.

House Crimsonblood

A powerful faction within the Nightfall Society. House Crimsonblood comprises both pureblood vampires and dampires, united by their allegiance to Lord Valerion Crimsonblood. He is a formidable warrior and possesses a deep understanding of necromantic magic, using his powers to command the shadows and manipulate death itself.
Ability score increase. Your Constitution is increased by 2.
Awaken. When your bloodlust brings a foe's health down to below half, they must succeed on a saving throw against DC 10 + your Constitution modifier + Proficiency bonus, or suffer the effects of the enthrall spell.

Credits

Reclaiming Haven Series. A Homebrewed Addition for Anyone!

Copyright notice This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.

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