Lineage: Re-vamped Dhampir
A lone figure clad in burnished steel greets the roaring
infantry as they charge through the breach in the castle’s Dhampir Traits
walls. In a flash of black mist, the figure appears in front of
the soldiers, striking them down with inhuman speed. Ability Score Increase. Increase one ability score by 2 and
Candlelight flickers as a hooded adviser leans over an increase a different one by 1, or increase three different
ornate throne, whispering machinations into her lord’s ability scores by 1. If you are replacing your race with this
ensnared mind. The chamber erupts in commotion as the lineage, replace any Ability Score Increase you previously had
lord announces further powers be granted to the resident with this.
merchant’s guild. 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
Vampires-Lite with this lineage, you retain any languages you had and gain
Vampires have long stalked the night, existing as a dark no new languages.
mirror to humanities own invented morality. Creature Type. You are a Humanoid.
Poised between the worlds of the living and the dead, Size. You are Medium or Small. You choose when you gain
Dhampirs retain their grip on life yet are endlessly tested by this lineage, unless you are replacing your race with it
vicious hungers. Their ties to the undead grant Dhampirs a instead, retaining the size of your original race.
taste of a vampire’s deathless prowess, sharing a small Speed. Your walking speed is 35 feet.
portion of their progenitors power. Darkvision. You can see in dim light within 60 feet of you
Whether transformed this way after an attack by a vampire as if it were bright light and in darkness as if it were dim light.
gone wrong, a purposeful transformation to increase your You discern colors in that darkness as shades of gray.
own power, or being the half-spawn of a vampiric lord, you Deathless Nature. You don't need to eat or breathe, and
now must spend the rest of your days in this state. you don't age.
Bloodthirst. Both gifted and cursed, your nature allows
Cursed Nature you to make a bite attack to drain the life of the poor sap that
Dhampir's are creatures of cursed blood and tragic existence. is on the other end. Make an unarmed attack role, using
Exquisite food, a warm summer’s breeze, and growing old dexterity for the modifier against a willing hummanoid, or
one that is grappled by you, unconscious, charmed or
with loved ones are all luxuries a Dhampir will never restrained. If you hit, you deal 1 piercing damage and 1d6
experience. Unable to enjoy many of the fineries of life as necrotic damage. You regain hit points equal to the amount of
they once knew it, they often become bitter creatures, filled necrotic damage.
with hate for everything they once loved.
Despite being gifted with abilities some people may only
dream of, the cost for such gifts comes at a steep gift few ever
consider. Every Dhampir knows a thirst slaked only by the
living. Those who overindulge their thirst risk losing control
and forever viewing others as prey.
Such hungers often leave the Dhampir in question to view
other people as mere cattle to be grazed upon, loosing all
sense of their hummanity from before the transformation.
Their new powers certainly don't help this.
Vampiric Appearance
After your appearance has greatly altered from its original
features. The first signs were the fangs that started to
protrude from your upper row of teeth. You have no reflection
in mirrors or other reflective surfaces. With dry, pale skin and
occasional burns from the sun, a keen observer can likely
determine your nature
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sanguine Curse. Nobleblood Lineage
If an attacker rolls a natural 20 on an attack with a silver A Dhampir in tune with their vampiric roots, having abilities
weapon or wooden stake while you have 50 hit points or traditional of vampires and a stronger bite, they are the most
fewer, it is lodged into your heart and you are paralyzed likely to stray towards an evil path.
until it is removed. Unquenchable Thirst Your Bloodlust trait now deals 2d4
If you go for 7 days without drinking at least a pint of necrotic damage instead of 1d6.
blood, or using your Bloodthirst ability, your hit point Spider Climb. You have a climbing speed equal to your
maximum is reduced by 1d10, and continues to drop by walking speed. In addition, at 3rd level, you can move up,
1d10 for every week you continue to not drink. This down, and across vertical surfaces and upside down along
reduction can’t be removed until you've used consumed a ceilings, while leaving your hands free.
pint of blood for every d10 you're missing, and you have Sunlight Sensitivity You have disadvantage on attack rolls
completed a long rest. and Wisdom (Perception) ability checks that rely on sight
Subrace. You have additional powers depending on the while you, the target of your attack, or anything you are trying
condition of your creation. to perceive is in direct sunlight.
Lightstalker Lineage Feral Lineage
You are one of the few creatures able to live in the sunlight Gifted with a kinship for the vermin and predators of the
like a normal person. Your features are almost the same from world, you are capable of shifting into their forms and taking
before your transformation, and your skin unbothered by the flight. While many of these Dhampirs have a more Feral look
midday light. to them, boasting bat-like facial features and pronounced
Hidden Among Humans. You gain proficiency in the canines, they often shun popular dwellings, living in city
Deception and Stealth skills, and have advantage on any slums with company that they enjoy.
check to convince someone that you're a regular human. Shapechanger. You may take an Action to shift into a tiny
Misty Escape. As a reaction after taking damage, you bat, or back into your normal form. While a bat, your walking
create a 20 ft sphere of fog centered around yourself. The speed is 5ft, but you gain a flying speed of 30ft and cannot
sphere spreads around corners, and the area is heavily take the Attack action. You're unable to speak, and any
obscured. The cloud lasts for a minute or until a wind of equipment you are wearing or holding when you morph
moderate speed or greater disperses it. merges into your new form or drops to the ground. Your
Once you use this ability, you can't use it again until you've statistics, other than your size and speed, remain the same in
completed a short or long rest. any form, but you can’t speak while in bat form.
Unholy Charm You can cast the Charm Person spell with If you take more than 20 damage while in bat form, you are
this trait a number of times equal to your proficiency bonus forcibly transformed back into your normal form, taking fall
without expending a spell slot or using any components, damage where appropriate, and are unable to use this trait
regaining the use after a long rest. If you have any spell slots again for a minute.
from a class or other source, you may cast this spell with Speech of Vermin Through sound and gestures, you may
them. Charisma is your ability modifier for the spell. communicate with Rats, Wolves and Bats.
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
Screeching Bat / Stalking Vampire - Slawomir
Maniak
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.