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By Bloodline Broken

When vampires pass down their blood to a dhampir


child they pass along the curse that runs through their
veins as well. Although more obscure curses exist, the
three most common curses that afflict vampires are the
Curse of Nobility, the Curse of the Feral, and the Curse
of Dread. Amongst the dhampir these translate to the
Dreadblood, Feralblood, and Nobleblood. Dreadblood
dhampir inspire terror and creeping melancholy in
those around them and so tend to take up lives of study
Dhampir where they can hide away from others. Feralblood
dhampir are most connected to the bestial side of
Born from the union of mortal and vampire, the dhampir
vampirism and feel most alive when hunting another or
come into the world infused with undead power but
taking a life. Nobleblood dhampir possess an unnatural
alive. Dhampir typically cannot sire or bear children
charisma and hypnotic presence that they employ to
themselves although there are rare exceptions to this,
build small communities or cults to their name and live
typically aided by powerful magic. While the dhampir
off the hard work of others.
share many traits as a whole, they also differ from one
another based on the cursed nature of their vampiric
parent. Dhampir Traits
All dhampir share the following features.
One Foot in the Grave Ability Score Increase. Your Constitution score
increases by 2.
Dhampir straddle the line between life and death. Their
Age. Dhampir mature at the same rate as humans but
mystical relation to undeath gives them resilience
live to be into their 300s.
against poison and necromantic energies but they feel
Alignment. Dhampir are given to dark appetites by
the blush of life as keenly as any other mortal race.
their nature pushing many dhampir towards evil or
Dhampir tend to be fascinated with mortality. In some
neutral alignments. Dhampir are as likely to be lawful as
cases this compels a dhampir to take up the life of an
they are chaotic.
adventurer, risking her life on a nightly basis just for
Size. Dhampir stand between 5 and 6 feet tall and
the thrill. In other cases it causes a dhampir to cloister
weigh on average 140 pounds. Your size is Medium.
himself away from the world, studiously working to
Speed. Your basic walking speed is 30.
conquer his own mortality.
Darkvision. Given their aversion to sunlight and
comfort with the darkness, it is lucky for the dhampir
The Life Nocturnal they are blessed with natural darkvision. You can see in
dim light within 60 feet as if it were bright light and in
While the sun does not harm a dhampir as it does their darkness as if it were dim light. You cant discern color
vampiric parent, the dhampir nevertheless prefer the in darkness, only shades of gray.
dim light and darkness of night to the harsh sunlight. Hard to Kill. You have advantage on death saving
Their aversion to sunlight might cause the highly throws.
superstitious or untrusting to assume that a dhampir is Sunlight Sensitivity. You have disadvantage on attack
a vampire. This aversion to sunlight, and consequently rolls and on Wisdom (Perception) checks that rely on
the daytime, leads many dhampir to acquaint sight when you, the target of your attack, or whatever
themselves with the nightlife and criminal organizations you are trying to perceive is in direct sunlight.
that operate largely in the evenings and wee hours of Unnatural Resilience. You gain advantage on poison
the morning. saving throws and have resistance against necrotic
damage.
Races | Dhampir
2
Daywalker. You can use a bonus action and expend a Dhampir Race by
Hit Die to ignore your Sunlight Sensitivity feature for 10 Benjamin Huffman
minutes. http://sterlingvermin.com/
Languages. You begin with Common and one other
language. Art Credits in Order of Appearance
Subraces. Choose a subrace based on the bloodline Male Dhampir Duelist by Matt Morrow, Purple Duck
of your vampiric parent. Games
RPG Victorian Character, Male, Vampire Hunter by
Dreadblood Traits Claudio Casini Art
Your vampiric parent was a mad monster who inspired
mortals to unholy terror. DUNGEONS & DRAGONS, D&D, Wizards of the
Ability Score Increase. Your Intelligence score Coast, Forgotten Realms, the dragon ampersand, and
increases by 1. all other Wizards of the Coast product names, and their
Disquieting Presence. When a creature you can see respective logos are trademarks of Wizards of the Coast
makes a saving throw against an illusion or frightened in the USA and other countries.
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw. This work contains material that is copyright Wizards
You can do this after the creature makes its saving of the Coast and/or other authors. Such material is
throw but before the DM declares whether or not it was used with permission under the Community Content
successful. Agreement for Dungeon Masters Guild.
Friend to Fear. You gain proficiency in your choice
of one of the following: Intimidation, Perception, or All other original material in this work is copyright
Stealth 2016 by Benjamin Huffman and published under the
Community Content Agreement for Dungeon Masters
Nobleblood Traits Guild.
Your vampiric parent was a predator who hunted
amongst socialites and nobles.
Ability Score Increase. Your Charisma score
increases by 1.
Mesmerizing Presence. When a creature you can
see makes a saving throw against an illusion or charm
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw.
You can do this after the creature makes its saving
throw but before the DM declares whether or not it was
successful.
Natural Grace. You gain proficiency in your choice of
one of the following: Deception, Insight, or Persuasion.

Feralblood Traits
Your vampiric parent was a creature red in tooth and
claw.
Ability Score Increase. Your Strength score increases
by 1.
Claws of the Beast. As a bonus action you can spend
a Hit Die to transform your hands into powerful claws
for the next minute. Use the same type of die as the
one expended to activate this ability for the claws
slashing damage. The claws count as unarmed
strikes, have the finesse property, and are
considered magical for the purposes of
overcoming damage resistances.
Primal Nature. You gain proficiency
in your choice of one of the following:
Animal Handling, Athletics, or
Survival

Races | Dhampir
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PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot

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