"This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields."

The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs' status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves.

Hardship and suffering fill a dhampir's formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.

Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion.

Dhampir TraitsEdit

Dhampir share certain racial traits as a result of their vampiric bloodline.

Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 1.
Age. Because of their vampire heritage, Dhampir live roughly twice as long as humans.
Alignment. Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.
Size. Dhampir are the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. 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.

'Necrotic Heritage. You only heal half the ammount of Hit Points from conventional healing spells and potions.
Blood Drain. After you succeed a grapple, you may make a bite attack as a bonus action, dealing 1d4 damage. At 1st level you when you perform a bite attack, you heal by your charcter level multiplied by two, and add your constitution modifier.
Bloodline. You must select one bloodline.
Languages. You can speak, read, and write Common and one language of your choise.

Physical DescriptionEdit

Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs 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. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.


Dhampirs 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 dhampirs with a social camouflage that hides them from both predators and prey.

In rare instances, dhampirs 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.


As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

Dhampir NamesEdit

Lacking a culture and unified traditions, dhampirs share humans' predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother's surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

Bloodline: HuntersEdit

'Ability Score Increase: Your Dexterity increases by 1.
Bloodmark: You gain proficiency in Wisdom(Survival). At 5th level when you heal from a bite, you may cast Hunter's Mark on the bitten target, as a free action.

Bloodline: NobleEdit

'Ability Score Increase: Your Charisma increases by 1.
Vampire's Charm: You gain proficiency in Charisma(Persuasion). At 5th level when you bite a target, you may cast Charm on it as a free action, your bite does not count as a hostile action in regards to the charm spell, unless you or your party have already performed hostile actions against the target. Only one target may be charmed in this way. You use your Charisma ability for this spell.
Supernatural Drain: When you heal from a bite, you may add your Charisma modifier to the amount healed instead of Constitution

Bloodline: AncientEdit

Necrotic Visage: You may never have advantage on Charisma skill checks except Intimidation checks.
Ability Score Increase: Your Constitution increases by 1.
Undead Resistance. Dhampir have resistance to necrotic damage.
Flight of the Bat: At 10th level you may grow bat wings. To do so you must first enter a state of hibernation and remain there for one week. When you emerge you have a fly speed equal to your ground speed.

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