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A dhampir is the offspring of a vampire and a mortal human, or the child of a pair of dhampir. Tall and slender and with well-defined musculature, dhampir look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mortal parent's; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampir can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors and hunger for living blood the same way a human hungers for meat. They are not required to consume blood to survive, but the hunger will always be there.  

Dhampir are exceedingly rare and have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampir with a social camouflage that hides them from both predators and prey. In rare instances, dhampir might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture. 

Dhampir are often sought out by the Brotherhood of the Raven and are given the choice to join their ranks and destroy their unholy parent or they themselves are hunted down. 

3.5 Half-Vampire Template[]

A dhampir is by default, a human with the half-vampire template. “Half-vampire” is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature’s size and type do not change.

  • +2 Strength, +2 Dexterity, +2 Charisma
  • Size: Same as base creature.
  • Speed: Same as base creature.
  • +2 Natural Armor
  • You gain a slam attack based on size of base creature.
Half-Vampire Slam Attack
Size Damage Size Damage Size Damage
Fine 1 Small 1d4 Huge 2d6
Diminutive 1d2 Medium 1d6 Gargantuan 2d8
Tiny 1d3 Large 1d8 Colossal 4d6
  • You gain Improved Initiative as a bonus feat
  • Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks Otherwise, same as the base creature.
  • Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
  • Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
  • Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
  • Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s Cha modifi er unless otherwise noted.
    • Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.
      • Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the fi rst that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue.
    • Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the CHAPTER 6 NEW MONSTERS 108 half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s infl uence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that halfvampire’s charm gaze for 24 hours. The ability has a range of 30 feet.
    • Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
  • Environment: Any, usually same as base creature
  • Challenge Rating: Same as the base creature +1
  • LA: Same as the base creature +2.

5e Stats[]

Dhampirs share certain abilities with Vampires thanks to the curse they share. 

  • +2 Dexterity, +1 Charisma
  • Size: Medium
  • Speed: 30 ft.
  • Darkvision: Cursed by your vampire heritage, you can easily see through darkness. 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.
  • Vampiric Resistance: You have resistance to Necrotic damage.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Vampiric Magic: You know the minor illusion cantrip. When you reach 3rd level, you can cast the charm person 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 misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Bite: Your fangs are natural weapons, 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
  • Blood Thirst: In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
  • Languages: You can speak, read, and write the common language of your region.
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