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Dhampir

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Dhampir

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.

Lore

Part-human, Part-vampire

You look human: pale and thin, maybe sickly. You have gleaming red eyes, but no other physical qualities that would set you apart from those on whom you sometimes feed. Your normal appearance conceals the corruption you gained from the vampire who fed on you or inherited from one of your ancestors. You must eat food, drink water, and sleep—but you also can nourish yourself on a diet of blood. When you enjoy periods of high blood consumption you appear healthier, even youthful, compared to when you go a long stretch without.

Vampiric Scions

Normally vampires create other vampires by draining their victims to the brink of death, then feeding them vampiric blood. The feeding kills the victim and causes them to rise as a new vampire. Sometimes, though, a vampire feeds without killing, leaving the prey weak but able to recover. Sometimes when this occurs, the vampire’s corrupted essence passes through the “kiss, ” it transforms the mortal into a dhampir. These unfortunates gain a thirst for blood and some vampiric traits but remain as alive as before the encounter; they pass the curse onto their offspring.

Touched by Darkness

Dhampirs have the same physiology as humans, except they can ingest and digest blood without growing ill. The blood they drink vitalizes them for superhuman feats. Aside from their cravings for fresh blood—and the ability to draw sustenance from it—dhampirs also acquire certain physical quirks. Hair can grow from the palms of their hands, or their eyes might shine in the darkness. They might reflect faintly in mirrors or cast no shadows at all. Dhampirs who surrender to their thirst develop more and more of these qualities, with the cumulative effect of stripping away their humanity.

Fear and Loathing

As few people distinguish between dhampirs and vampires, such misidentification causes endless trouble for dhampirs. Well-intentioned undead slayers hunt them, and mobs of torch- and pitchfork-wielding commoners form to drive out suspected blood drinkers. Even if dhampirs mind their own business, sequestered in some isolated place, they’re bound to run afoul of adventurers who think they do good by kicking down doors and attacking with wooden stakes. For these reasons, dhampirs eager for long lives do well to stay out of view, keep their true natures hidden, and make sure to feed without any witnesses.

Loathsome Sun

Speed, a keen sense of smell, an incredible constitution that enables you to ignore any toxin—these traits come at a cost. Sunlight hurts. You don’t burn in the manner of some undead, but you feel weak, dizzy, and sick. No matter how much you cover up, the sunlight finds a way to get to you, so you prefer to do your business at night.

Dhampir Names

Your name is typical to the society you grew up within.

2026/01/14 15:03 · lwelyk · 0 Comments