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Dhampir in D&D 5e?

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Thread replies: 4
Thread images: 2

File: Male Dhampir Duelist.jpg (18KB, 242x527px) Image search: [Google]
Male Dhampir Duelist.jpg
18KB, 242x527px
The dhampir is, ironically given that Ravenloft is a thing, about the only Gothic Fantasy race that D&D has never touched upon (ignoring 4e, of course). Since I'm not exactly a fan of Pathfinder's mechanics, anyone willing to talk about how one could pull off creating a 5e version of the Dhampir?
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File: Female Dhampir Hunter.jpg (115KB, 646x1000px) Image search: [Google]
Female Dhampir Hunter.jpg
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>>55356163
Long story short, I'm currently thinking of pulling some inspiration from Vampire: The Requiem, in that the Dhampir subraces represent the five vampiric archetypes; Lord, Temptor, Predator, Lurker and Terror. Does that sound like it could work?
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>>55356163
Dhampir, mk 1:
Ability Score Modifiers: +1 Constitution
Size: Medium
Speed: 35 feet
Vision: Darkvision 120 feet
Child of the Dead: You have Resistance to Necrotic damage.
Spawn of the Night: You have Disadvantage on attack rolls and Perception checks based on sight made whilst you, the creature you are attacking, or the object you are studying is in direct sunlight. Additionally, for each hour you spend exposed to direct sunlight, you must make a Constitution check (DC 10 +1 per hour); on a failure, you gain one level of exhaustion. Wearing sufficiently covering clothes negates this sunlight weakness.
The Red Thirst: When you have a creature with the Humanoid, Beast or Monstrosity type Grappled, you can use a bonus action to inflict 1d4 + your Con modifier Necrotic damage on that creature.
Muddied Vitae: Your vampiric heritage manifests in the form of one particular aspect. Choose the Aspect of the Lord, Temptor, Predator, Lurker or Terror; you gain racial traits based on that subrace.

Aspect of the Lord:
Ability Score Increase: +1 Charisma, +1 Wisdom
Master of Man and Beast: You have Proficiency in Animal Handling and Persuasion.
The Ruler Eternal: You increase your maximum hitpoints by +1. At each level you gain, you increase your maximum hitpoints by +1.

Aspect of the Temptor:
Ability Score Increase: +2 Charisma
Darkling Charms: You can cast the Friends cantrip. At 3rd level, you can cast Charm Person as a 1st level spell. At 5th level, you can cast Enthrall as a 2nd level spell. When you cast Charm Person or Enthrall with this trait, you cannot do so again until you complete a long rest. All spells cast with this trait use Charisma as their spellcasting ability score.
>>
>>55356204
Aspect of the Predator:
Ability Score Increase: +1 Strength, +1 Dexterity
Bred to Hunt: You have Advantage on Survival checks made to track creatures or find game.
Protean Predator: As an action, you can will your body to produce natural weapons in the form of fangs, claws or similar appendages. This causes your Unarmed Strikes to inflict 1d6 Slashing, Piercing or Bludgeoning damage, as is appropriate, rather than the normal unarmed strike damage. At 5th level, as an action, you can reshape your body to gain either the Amphibious trait and a Swim speed equal to your walking speed, or a Fly speed equal to your walking speed, or a Burrow speed equal to your walking speed. At 7th level, as an action, you can grant yourself the Incorporeal Movement trait. Your alternate movement traits are Concentration effects that last for 1 hour, and once you have used the trait in this way, you cannot use it again until you complete a long rest. Whilst you have an alternate movement trait active, you can switch to another movement trait as an action.

Aspect of the Lurker:
Ability Score Increase: +2 Dexterity
Shadow-Walker: You have Advantage on Stealth checks. If you successfully hide from a creature in an area of dim light or darkness, you can approach that creature without revealing yourself, although you are automatically revealed if you make an attack against that creature.
Whispers in the Dark: You have Proficiency in one Intelligence skill of your choice.

Aspect of the Terror:
Ability Score Increase: +2 Strength
Herald of Nightmares: You have Advantage on Intimidation checks and on magical attacks that inflict the Frightened condition.
Numb to Horror: You have Advantage on saving throws against the Frightened condition.
Visceral Dread: When making Intimidation checks, you can use the higher of your Strength modifier or your Charisma modifer.
Thread posts: 4
Thread images: 2


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