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Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampir a taste of a vampire's deathless prowess in the form of dark vision and innate abilities.

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reason to indulge.

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Height

  • Min: As per original race

  • Max: As per original race

Languages

  • As per original race

Life Span

  • Adulthood: As per original race

  • Longevity: As per original race

Movement

  • 3 tiles per turn

Race Expectations

Dhampirs should not be played as a "daywalking" vampire. Characters of this nature tend to devalue both the characters and effort put in by those with an actual vampirism affliction. As such we expect all Dhampirs to stay within the mold of despising their vampiric heritage.

They should abhor drinking blood, feeding on anyone, and have little to no love lost for full vampires. You will need DM approval to roleplay a Dhampir outside of these bounds. Failure to adhere to his will result in immediate character retirement.

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Bite Attack

A finesse-based attack that consumes a bonus action to deal 2d6 damage and heals you by 1d6.


Darkvision

You have superior vision in dark and dim conditions, negating the Perception present at nighttime and in the dark areas of the world.

Deathless Nature

You do not need to breathe.

Spider Climb

You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage.

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