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 dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dhampir Hungers

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 reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from other sources, such as flesh, raw meat, cerebral spine fluid, psychic energy, dreams, and life energy.

Ability Score Increase. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.

Age. Dhampirs have double the lifespan of the race they were before they became a Dhampir.

Languages. You can speak, read, and write Common and one other language.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this lineage, picking the size of the race you were before you became a dhampir.

Speed. Your walking speed is 35 feet.

Darkvision. You can see in dim light within 40 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. At 7th level, the damage increases to 2d4 piercing damage.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.