~~hero-subtitle Lesser Scions of Vampires ~~ {{tag>ancestry}} ====== Dhampir ====== {{:weird-wizard:dhampir.png?nolink&250 |}} You carry something of the vampire’s curse, gained from an encounter with the undead or inherited from an ancestor. And though you live and breathe as any other human, you bear the burden of thirsting for fresh blood. Lest you descend into monstrous savagery, you must find some way to control your appetite. ===== Dhampir Traits ===== * **Size:** 1 * **Speed:** 6 * **Senses:** [[..:keen_scent]] * **Immune:** poisoned * //**Natural Weapons:**// You can use your teeth as a Nimble natural melee weapon to deal 1d6 damage. * //**Drink Blood:**// You can use this trait when you attack with your teeth against a flesh-and blood target that is held, stunned, or unconscious or when you get a critical success against any flesh-and-blood target. The tar get loses 1d6 Health. Then, for 1 minute, your Speed increases by 2 and you make attribute rolls with 1 boon. * **Sunlight Weakness:** If you start your turn in a space lit by direct sunlight, you become weakened until the start of your next turn. ===== Dhampir Novice Path ===== ==== Level 1 Dhampir ==== **Suggested Attributes:** Strength 11, Agility 11, Intellect 10, Will 11 **Natural Defense:** 11 **Health:** 14 **Bonus Languages:** Common and one other language * //**Bloodthirsty Recovery:**// When you use Drink Blood, you also heal half your damage total, and the target becomes weakened (luck ends). Once you use this talent, you lose access to it until after you rest. * //**Swarm of Bats:**// You can use this talent when you dodge. You, along with everything you wear and carry, turn into a cloud of bats and fly to an empty space within 5 yards. For this movement, you have the Insubstantial and Slippery traits. When you reach your destination, you return to your normal form. Once you use this talent, you lose access to it for 1 minute. ==== Level 2 Dhampir ==== **Health:** +4 **Bonus Damage**: +1d6 * //**Fearsome Visage:**// You can use this talent when you attack. Your face becomes monstrous until the end of your next turn. You impose 1 bane on rolls to attack you by creatures not immune to the frightened affliction. Once this talent is used, you lose access to it (luck ends). * //**Feral Dhampir (Magical):**// You gain the [[..:dark_vision]] and [[..:climber]] traits. In addition, your natural weapons have the [[..:brutal]] trait. ==== Level 5 Dhampir ==== **Health:** +4 **Bonus Damage:** +1d6 * //**Enchanting Gaze (Magical):**// You can use this talent at the start of your turn without using an action provided you lack the confused, stunned, and unconscious afflictions. Target one creature within 5 yards and make a Will roll against its Will. On a success, you pull the target up to 5 yards and gain 1 boon on rolls you make against it until the start of your next turn. On a failure, the target becomes immune to this talent for 24 hours. * //**Throat Rip:**// When you get a success on a roll to grab a flesh-and-blood target, you can use a reaction to make a Natural Weapons attack against the same target. {{page>fantasy:ancestries:dhampir}}