Journeys in the Mists
Born of the union of a vampire and a mortal, Dhampir come into this world infused with necrotic energy, but alive. Dhampir vary in abiliity based on the nature of their vampire parent, but typically are physically similar to their mortal parent.
One Foot in the Grave
Dhampir straddle the line between life and death. Their supernatural parentage gives them resistance to poisons and necrotic damage, but they still feel the blush of life as much as any mortal. Some Dhampir react to this by isolating themselves, or are driven away by fearful neighbors. Others become fascinated with mortality, and take up the adventuring life as a way of testing their limits.
The sun is not so dangerous to dhampir as to vampires, but dhampir nonetheless prefer dim light and shadow to the bright sun. This aversion causes some to mistake a dhampir for a true vampire.
Ability Score Increase: Increase your constitution score by 2.
Age: Dhampir mature at the same rate as humans, but live to be about 300.
Alignment: The darkness in their nature draws some dhampir to be neutral or evil, but some are drawn to the good to prove they are not what their parent was. They are as likely to be lawful as chaotic.
Size: Dhampir typically stand between 5 and 6 feet and weigh on average 140 pounds. Your size is medium.
Speed: Your base speed is 30 feet.
Darkvision: You can see in dim light as if it were bright light up to 60 feet and in darkness as if it were dim light at the same range. In darkness you cannot perceive color, but see only shades of grey.
Hard to Kill: You have advantage on death saving throws.
Sunlight Sensitivity: You are sensitive to sunlight, and have disadvantage on attack rolls and perception checks when you or your target are in direct sunlight.
Unnatural Resilience: You gain advantage on poison saving throws and have resistance to necrotic damage.
Daywalker: You can use a bonus action and expend 1 hit die to ignore the effects of your sunlight sensitivity for 10 minutes.
Languages: You know common and on other language (usual that of your mortal parent) at character creation.
Subrace: Choose a subrace based on the nature of your vampiric parent.
Your vampiric parent was a mad monster who inspired terror in mortals.
Ability Score Increase: Increase your intelligence by 1
Broken Mind Insight: When you make a saving throw against a charm or fear effect, you may spend a hit die to add a roll of that die type to the result.
Friend to Fear: You gain proficiency in your chose of one of the following skills: Intimidation, Perception, or Stealth.
Your vampiric parent was an aristocratic predator who hunted among the upper echelons of society.
Ability Score Increase: Increase your Charisma score by 1.
Inspired Compliance: You have inherited a bit of your vampiric parent’s charm. As an action, you may direct a creature which can see and hear you to perform a single, simple task. This may not be an attack. The creature may make a wisdom saving throw (DC 8 + your charisma modifier + your proficiency bonus) to resist the compulsion. Hostile creatures have advantage on this roll, and all creatures have advantage on the roll if the action would be contrary to their nature or harmful. If the action requires a skill check, the creature adds your proficiency to the check.
Natural Grace: You gain proficiency in your choice of one of the following skills: Deception, Insight, or Perception.
Your vampiric parent was a murderous creature, red in tooth and claw.
Ability Score Increase: Increase your Strength Score by 1.
Beast Shape: At night, you can use an action and spend a hit die to turn into a bat or wolf. Roll the hit die and add you proficiency bonus to see how many hours the effect lasts. You may also end the effect at will. The effect automatically ends at sunrise. In all other ways this feature functions as a druid’s wild shape ability.
Primal Nature: You gain proficiency in your choice of one of the following skills: Animal Handling, Athletics, or Survival.