Dhampyr Homebred Race

Found this in my notes from last year. Thought I would share.


The Dhampyr, is treated as a sub-race of another race. Choose a basic race (but no sub-race). You gain all their abilities, plus the following...

Age: Dhampyr are not truly immortal, being half-dead. They age much more slowly however, only doing so at 100th the rate of their basic race.

Ability Score Increase: +1 to one ability score of your choice.

Darkvision: You gain Darkvision 60'. If you already have Darkvision, its range increases by 30', and you are able to discern detail and colour, even in total darkness within its original range.

Mask of Life: You gain advantage on Charisma (Deception) checks to pass yourself off as a living member of your base race.

Necrology: Dhampyr do not need to sleep or breathe, although they do need to eat. They can eat normal foods, but prefer blood – straight from the throat of a living victim if possible. They have advantage when saving against Poison, and poison damage against them is reduced by an amount equal to their Constitution modifier (minimum 1). Dhampyr must still rest for at least 4 hours to regain the use of abilities that need a long rest to recharge, and unfortunately, due to their unnatural life energies, only gain half the normal amount of healing from healing spells. Animals may (at the GM's whim) react poorly to you, as they sense your unnatural nature.

Inured to Death: Dhampyr have resistance to Necrotic, and advantage on saving throws against spells and abilities that draw on necromancy, or inflict necrotic damage.

Feed on the Living: When you have a living enemy, who has blood within them grabbed, you may make a special attack against them as a bonus action. You may also use it against a helpless target. The attack is a melee attack, and if it hits, inflicts 1d4 + Strength Modifier piercing damage, and you gain temporary hit points equal to your level + the targets Constitution modifier. You may use this 1/ short or long rest. At 11th level, you may use this twice per long or short rest. At 17th level, you may use it three times per long or short rest, and inflict 1d6 + Strength Modifier piercing damage.

Weakened by Sunlight: You are vulnerable to Radiant damage, and suffer disadvantage when saving against attacks that inflict this. In sunlight, you loose the benefits of your Inured to Death ability, and suffer disadvantage on all saving throws, skill checks, and attack rolls.  You may cover yourself and wear heavy shaded lenses to negate these penalties, but should not be surprised when people are naturally suspicious of you.