Dhampirs

## Background

Born from the union between a vampire and a human, most dhampirs are destined to a life of solitude. Many are considered as outcasts, destined to be seen as nothing more than pawns by their vampiric progenitors, or bloodthirsty monsters by mortal relatives. Because of this, many dhampirs spend their lives in servitude to a vampire where they tend to watch over their masters during the day. Alternatively, many spend their days travelling from place to place, doing their best to avoid the notice of any mortals.

Despite their vampiric heritage, dhampirs are not burdened by the sun and whilst they may feed on blood, they are not dependent on it for sustenance, being fully capable of consuming food and drink as normal. There are various types of dhampirs, with a variety of racial traits which depend on which bloodline they're related to. Dhampirs are also bound to their vampiric parents, finding it difficult to resist their commands, the same is true for any of the older members of their bloodline. Because of this, those dhampirs that wander the world are ever wary of encountering other vampires, for fear of encountering an elder.

## Properties

### Bozorkány Dhampirs

* **Average Lifespan.** Dhampirs reach maturity in their late teens and live around 180 to 200 years.
* **Size.** Your size is Medium.
* **Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity increases by 1.
* **Speed.** Your base walking speed is 35 feet.
* **Darkvision.** 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 discern colours in that darkness as shades of grey.
* **Deathless Nature.** You don't need to breathe.
* **Beguiling Influence.** You are considered proficient in Charisma (Persuasion) and Charisma (Deception) checks, and can cast the *Charm Person* spell at 1st level at will, but cannot affect more than one humanoid simultaneously.
* **Vampiric Bite.** You have a fanged bite 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, and restores hit points equal to the piercing damage dealt by the bite.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

### Dzsungelhasar Dhampirs

* **Average Lifespan.** Dhampirs reach maturity in their late teens and live around 180 to 200 years.
* **Size.** Your size is Medium.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution increases by 1.
* **Speed.** Your base walking speed is 35 feet.
* **Natural Climbers.** You have a climbing speed equal to your walking speed.
* **Darkvision.** 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 discern colours in that darkness as shades of grey.
* **Deathless Nature.** You don't need to breathe.
* **Jungle Hunters.** You are considered proficient in Dexterity (Stealth) checks, and can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* **Vampiric Bite.** You have a fanged bite 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, and restores hit points equal to the piercing damage dealt by the bite.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

### Halalltétt Dhampirs

* **Average Lifespan.** Dhampirs reach maturity in their late teens and live around 180 to 200 years.
* **Size.** Your size is Medium.
* **Ability Score Increase.** Your Intelligence score increases by 2, and your Constitution increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** 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 discern colours in that darkness as shades of grey.
* **Deathless Nature.** You don't need to breathe.
* **Arcane Adept.** You are considered proficient in Intelligence (Arcana) checks.
* **Forbidden Knowledge.** You know the *fetid nail* cantrip. When you reach 3rd level, you can cast the *blood spear* spell once with this trait. When you reach 5th level you can cast the *memories of ash* spell once with this trait. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. Once you cast these spells with this trait you must finish a long rest before casting them again this way.
* **Vampiric Bite.** You have a fanged bite 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, and restores hit points equal to the piercing damage dealt by the bite.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

### Hidegvur Dhampirs

* **Average Lifespan.** Dhampirs reach maturity in their late teens and live around 180 to 200 years.
* **Size.** Your size is Medium.
* **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** 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 discern colours in that darkness as shades of grey.
* **Deathless Nature.** You don't need to breathe.
* **Tundra Dwellers.** You have resistance to cold damage. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master's Guide*.
* **Breath of Ice.** You can use your action to breathe out a wave of frost in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Vampiric Bite.** You have a fanged bite 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, and restores hit points equal to the piercing damage dealt by the bite.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

### Vadahllvur Dhampirs

* **Average Lifespan.** Dhampirs reach maturity in their late teens and live around 180 to 200 years.
* **Size.** Your size is Medium.
* **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom increases by 1.
* **Speed.** Your base walking speed is 35 feet.
* **Darkvision.** 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 discern colours in that darkness as shades of grey.
* **Deathless Nature.** You don't need to breathe.
* **Animal Friend.** You are considered proficient in Wisdom (Animal Handling) checks.
* **Beastkin.** You know the *druidcraft* cantrip. When you reach 3rd level, you can cast the *speak with animals* spell once with this trait. When you reach 5th level you can cast the b*east sense* spell once with this trait. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. Once you cast these spells with this trait you must finish a long rest before casting them again this way.
* **Vampiric Bite.** You have a fanged bite 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, and restores hit points equal to the piercing damage dealt by the bite.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.