Dhampir

Size: Medium

Speed: 30 ft Walk

Ability Score Increase: +1 Intelligence or Charisma

Darkvision: Thanks to your heritage, 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.

Vampire’s Resistance: You have resistance to necrotic damage.

Bloodthirst: You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 + your Strength or Dexterity modifier piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You may use this power on corpses that have been dead for less than 30 seconds. When you reach level 5, this damage increases to 1d4 piercing and 2d6 necrotic. At level 11, you may use Bloodthirst in place of any melee attack, instead of as an action. Using Bloodthirst on a living creature fulfills your food and drink needs for 24 hours.

False Undead: For the purposes of being affected by Holy Water and Turn Undead, you treat your creature type as Undead.

Languages: You can speak, read, and write Common and one additional language of your choice.

Bloodline Choice
Each Dhampir receives an additional two abilities based on their bloodline. The ones presented here represent the bloodlines on Lumora, though other settings may have similar bloodlines.

Attorace
The blood-drunk Attorace are vampires whose frenzies are legendary, the mere sight of blood enough to send them into a mad lust. Many of them put on lavish parties for the societies of Night, ending in great feasts and hedonistic abandon. When frenzied their eyes roll back, exposing a significant amount of white, their too wide mouths full of razor-sharp teeth. They can’t stand the blood of the moon-cursed and their ilk, weakening when coming into any contact with it.

Feeding Frenzy: The first time a creature takes damage from your bloodthirst ability, or a living creature is reduced to half it’s hit points or less within 30 ft of you, you must make a DC 13 Wisdom save. If you fail (or choose to fail) you enter a frenzied state that doesn’t end until you take another action to use your bloodthirst power again or one minute passes without you dealing damage to a creature. When frenzied, you must make Concentration saves every turn as though you had taken 5 damage. Your speed increases by 10 ft, you gain advantage on Strength and Dexterity ability checks and saving throws, and you may add your Strength or Dexterity score to your jump distance.

Claws of the Beast: At 5th level, your nails elongate and your body becomes superhumanly fast while hunting. Your unarmed strikes deal 1d4 slashing damage, and you gain a climb speed equal to your walking speed.

Moon-Cursed Fever: When you are doused by the blood of or use your bloodthirst ability on a creature of the shapeshifter type, you regain no health, take 2d6 damage, and become Weakened, Dulled and Crippled until you complete a short rest.

Rathmore
Partially transcended, the Rathmore bloodline are the least volatile of the vampires within Kovarik. They feed more on magic than blood, and their tastes show this, often drinking from mages or monsters more often than the peasants that serve them. Their patron, Celestine Rathmore, is the only of the vampiric progenitors to remain awake, all the others having taken to hibernation, awaiting the success of their Seekers, and by all accounts her political clout and strength has kept Kovarik from falling to ruin beneath the more hedonistic clans. They find the effect of antimagic to leave them sickened and weak

Magic Eater: When you use your bloodthirst power on a creature with spell slots, or from the celestial, aberration, fiend, fey or shapeshifter creature types, you gain temporary hit points equal to the hit points you regain from the effect. For one minute afterwards, your body becomes blurred, caught between the spirit world and the realm of the physical. Creatures have disadvantage to hit you until you are no longer blurred.

Spirit Form: Starting at 5th level you may cast Gaseous Form once without using a spell slot or material components. You cannot do so again until you complete a long rest.

Tenuous Reality: Your existence may be affected by the Dispel Magic spell, and by any ability that stops magic e.g. Antimagic Field. When you are affected by such, you become Weakened, Crippled, and Dulled until you complete a short rest.

Silver Court
The Silver Court get their appellation from the rumor of their origin as some corruption of the fey. These vampire’s feed on psychic energies given off by strong emotions, though each feeds from a different one. Their reputation as complete sociopaths is well deserved and they often find themselves attempting to force more and more extreme experiences upon those they feed from in order to season the taste of drinking from their targets. Though threatening, they’re left weakened severely by feeding from those of their antithetical emotional state.

Psychic Resonance:Choose an emotion (Be fairly broad, such as lust, anger, sadness, joy.) When you use your bloodthirst power on a creature experiencing that emotion, that creature has no idea you used bloodthirst on them, simply experiencing the feeding as lost time, you regain twice as many hit points, and for one minute:


 * You receive advantage on Charisma checks and saving throws
 * The DC to resist any of your Enchantment spells increases by +2

Vampiric Stare: You can cast Charm Person once without spending spell slots or material components. You may not do so again until you complete a short or long rest. At 11th level you may cast Dominate Person once without expending spell slots or material components, you may not do so again until you complete a short or long rest. These spells use Charisma as your casting ability modifier.

Emotional Rejection: Choose an emotion (Be fairly broad, such as lust, anger, sadness, joy.) that you didn’t pick for your Psychic Resonance. When you use your bloodthirst power on a creature experiencing that emotion you regain no hit points and become Weakened, Crippled, and Dulled until you complete a short rest.