Dhampir

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Gain The oft maligned offspring of vampires, dhampirs are cursed to live half-lives in the shadow of their progenitors: careless, powerful beings with little concern for those beneath their ambitions. Dhampirs are not true vampires but are still parasitic in nature, only able to sustain themselves from the vitae of living creatures.

Dhampirs are born between a union of humanoid and vampire, inheriting lesser strains of the blood curse at birth. Such matings are greatly frowned upon and shunned by society. Similar in nature, dhampirs are split into three distinct types, dependent on how they came upon their particular infection: Draculean, Croftian, and Blood Angels.

Dhampirs in Society

Dhampirs are unwelcome in most parts of the world, even to the point of hostility. Their parasitic nature fosters little in the way of respect and most see no distinction between them and true vampires, with little desire to learn the difference. This leads to most dhampirs being forced into a wayfaring lifestyle or exiling themselves to the shadows of civilizations. Some embrace their villainous assumption, their will not strong enough to exist within society, but many remember their past lives and retain their former empathy, choosing to remain as outcasts.

Dhampir Traits

Appearance, Height, Weight, Size, and Speed: Dhampirs, being of a union between a humanoid and a vampire, possess the physicality of their humanoid parent, with certain changes depending on their particular strain of Vampirism. Refer to the Vestiges of the Past feature to determine your average height and weight, as well as your Size.

Lifespan: Dhampirs reach maturity at the same rate of their descendant lineage. However, once they have hit this point dhampirs slow the aging process down by as much as four times that of their humanoid lineage, so long as they continue to feed.

Dhampir Features

Dhampir Starting Features

At level 1, you gain the following features as a dhampir.

Feature Description
Vestiges of the Past Choose any lineage with a living body capable of bearing blood (such as human or halfling, but not golem or undead). You may gain one option from its list of lineage features (not including a lineage’s base features). Such a lineage feature cannot have prerequisites. This represents your humanoid parentage.

Undead Incompatibility: With your Vestiges of the Past feature, you cannot choose undead. Likewise, if you are playing an undead, you cannot choose dhampir features with your Memories of Life feature.

Sublineage Dhampirs differ in how they sustain themselves and what abilities are available to them based on their strain of Vampirism. Choose one of the following sublineages and gain bonus 1st level features based on your selection.

Blood Angel

Feral vampires, heinous and violent, fear the divine for its scouring light. All too often these creatures meet their end by radiant fire. Few, though, possess a will strong enough to subsume such power, their blood curse mutating and adapting to an infusion of divine magic so strong that it changes the course of their destiny forevermore. These creatures are known as Blood Angels: A strange, and incredibly rare, dhampir. Blood Angels are neither cured of their curse, nor beholden to it.

Blood Angels appear as their previous lineage, but their sclera are tinted red, tending toward a feral gangliness, and are somewhat sickly in their physicality. However, some possess an unearthly beauty, entirely alien, that both terrifies and astounds, and forever marks them as changed.

Feature Description
Divine Spark Learn two prayers from the Divine Source of magic. If you do not already know divine magic, then CHA is your magic attribute for these prayers. This feature increases your Divine Power by +1.
Angelic Oddity Gain Resist Divine +3 and Vulnerable Occult +1.
Angelic Thirst You grow elongated fangs and gain the Fangs attack.

Fangs: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs REF. Hit: 1d6+STR or DEX sharp damage. If the attack hits, you may choose to drink the creature’s blood (if it has any), which kills that creature if your damage reduces it to 0 HP. You must drink the blood of a living creature once every seven days in this way. If you do not, you become Sickened until you do.

For every seven days you continue to not drink blood, you temporarily reduce your END by 1. If your END reaches -4 in this way, you die. In order to recover your END, the creature’s blood you drink must be of an ML equal to 1⁄2 your level. You do not need to eat or drink normally.

As a Blood Angel, you may quench your thirst instead by draining divine magic. You, or another individual capable of casting from the Divine Source, may spend a number of SP equal to 1⁄2 your level to delay your need to feed on blood for one day. These SP can only be regained by Taking a Rest. If you drain the blood of a creature capable of casting divine magic you do not need to feed again for another 14 days.

Croftian

One of the more sinister mutations brought upon by the matron of the Shadowcroft, Lilith, these dhampirs are more fiend than humanoid, embracing the darkness of their condition to spread mayhem in order to satisfy their hunger. A Croftian dhampir is one of the most dangerous, as the influence of the Shadowcroft begs them to spread their curse, and it can infect any creature, blooded or not.

Croftian dhampirs shade their appearance with vestiges of darkness. Shadows bend at their presence. Typically dark in complexion and features, their eyes are pools of shaded mist. They are the least physically changed of dhampirs, instead exuding signs of the supernatural.

Feature Description
Shadow Manipulation While within darkness, you gain the following abilities.
  • You are always considered to be Concealed.
  • You may spend 2 AP to shroud yourself in darkness. Doing this grants you Shield HP equal to your END, INT, AWR, or CHA, which you choose upon gaining this feature.
  • Gain Resist Occult +3 and Vulnerable Divine +3.
Essence Thirst As a Croftian dhampir you sustain yourself by draining Essence instead of blood. Gain a Fangs attack.

Fangs: (2 AP) Reach 5 ft Natural Weapon. +STR, DEX, or CHA vs FORT. Hit: 1d6+STR, DEX, or CHA necrotic damage. If the attack hits, you drain that creature’s essence (so long as it has a soul). If reduced to 0 HP by this attack, the creature is not killed. Instead, if that creature would die, it is left Unconscious and infected by Croftian Vampirism. If that creature is not cured with a Greater Restoration spell within 30 days, it turns.

You must use this ability on a creature once every seven days. If you do not, you become Sickened until you do.

For every seven days you do not use Essence Thirst, you temporarily reduce your CHA by 1. If your CHA reaches -4 in this way, you die. In order to recover your CHA, the creature’s Essence you drain must be of an ML equal to 1⁄2 your level. You do not need to eat or drink normally.

Draculean

Hailing from the legendary Dracula himself, this dhampiric strain is the most common of the ilk, tossed about by vampires without concern for its hosts. Callous in nature, Draculean dhampirs can lose touch with their former selves, becoming obsessed with their own paths to ambition, possessed of an aggrandizing malediction.

These dhampirs are pale in complexion, unearthly, and sharp in their features, a bastion of a stereotypical vampire in both demeanor and physicality. Truthfully, though, most of their changes are mental, infected not only of blood, but of the original sire’s madness.

Feature Description
Superior Specimen You gain +1 point in an attribute of your choice (but still cannot exceed the limits imposed by the attribute cap rules) and Resist Occult +2.
Blood Thirst You grow elongated fangs and gain the Fangs attack.

Fangs: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs WILL. Hit: 1d6+STR or DEX sharp damage. If the attack hits, you may choose to drink the creature’s blood (if it has any), which kills that creature if your damage reduces it to 0 HP. You must drink the blood of a living creature once every seven days in this way. If you do not, you become Sickened until you do.

For every seven days you continue to not drink blood, you temporarily reduce your END by 1. If your END reaches -4 in this way, you die. In order to recover your END, the creature’s blood you drink must be of an ML equal to 1⁄2 your level. You do not need to eat or drink normally.

All Dhampir Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.

General Dhampir Features

Any dhampir may take these abilities.

Feature PreReq Description
Ascetic You only need to satisfy your thirst every 14 days, instead of every 7. Blood Angels need only feed every 30 days if they drain a creature with divine magic.

Gain Resist Toxic +3.

Ascetic II Ascetic You only need to satisfy your thirst every 30 days, instead of every 14. You gain Immune Sickened, but may still be Sickened by not satisfying your thirst. Blood Angels need only feed every 60 days if they drain a creature with divine magic.
Darkvision You can see in darkness to a limit, even without any light source. You cannot discern color while using your Darkvision. While using Darkvision, you can see up to 30 ft, and then cannot see beyond that point.
Remembrance You may gain another option from the list of lineage features (not including base features) from the lineage chosen from Vestiges of the Past. Such a lineage feature cannot have prerequisites.
Revitalizing Thirst Gain the Revitalizing Thirst ability.

Revitalizing Thirst (END/Rest). Whenever you feed on a creature you regain a number of HP equal to its END. If you are not missing any HP, you gain Shield HP equal to the same amount.

Revitalizing Thirst II Revitalizing Thirst Now, whenever you feed on a creature, you regain twice as many HP, or twice as much Shield HP. You also regain an additional +1d6 HP whenever you Recoup and are Bloodied until you Take A Rest after feeding.

Blood Angel Features

Feature PreReq Description
Divine Influence Blood Angel Sublineage Gain +6 skill points that you can spend on any skills with the influence tag. You cannot spend more than +4 points on a single skill in this way. You also reduce the amount of SP it takes to satisfy your Angelic Thirst by 1⁄2 your Divine Power (min 1).
Divinely Infused Blood Angel Sublineage Gain the Divinely Infused ability.

Divinely Infused (1/Recoup). Spend 2 AP to imbue any attack you make with radiant power for 1 minute. These attacks deal +1d4 radiant damage.

Profane Wings Blood Angel Sublineage You grow bat-like, boney wings. Increase your AR by +1, and double your horizontal jump distance. The distance you can jump is restricted by your movement; if you do not spend enough AP to complete your jump, then your jump ends when you run out of movement.
Profane Wings II Profane Wings Increase your REF by +1.

You no longer take falling damage. When falling, you can now move 15 ft horizontally for every 10 ft that you fall.

Profane Wings III Profane Wings II, Character Level 15 Gain a fly speed equal to your walking speed.
Prayer Ascendance Blood Angel Sublineage, Character Level 5 Repeatable. Choose one of your prayers from your Divine Spark ability. That prayer acts as if it was one tier stronger when determining your Divine Power (if your Divine Power is 3, the prayer acts as if it was 7, and so forth). This counts as a Divine Magic talent for calculating your Divine Power.

Croftian Features

Feature PreReq Description
Darkness Scion Croftian Sublineage Gain the Darkness Scion ability.

Darkness Scion (END/Rest). By spending 1 AP, you may create a misting cloud of magical darkness that expands out from, and follows you, in a 15 ft radius. If you have SP, you may increase the radius by an additional +5 ft per 4 SP spent. This darkness activates your Shadow Manipulation ability. You also gain limited Darkvision, able to see up to 15 ft in darkness and in magical darkness that you create. If you already possess Darkvision, you extend your sight by 15 ft. This cloud of darkness lasts for 5 minutes or until you end it early by spending 1 AP.

Empowered Drain Croftian Sublineage Essence Thirst becomes 2d6 necrotic damage and gains a range of 15 ft.
Empowered Drain II Empowered Drain, Character Level 15 Gain the Empowered Drain ability.

Empowered Drain (1/Rest). Spend 3 AP to drain the life of any number of creatures. Make a CHA attack against the FORT of each creature in a 15 ft cone. On a hit, deal 4d6 necrotic damage. On a miss, deal 1⁄2 damage. This satisfies your thirst.

Necrotic Adaptation Croftian Sublineage Gain Resist Necrotic +3.
Necrotic Adaptation II Necrotic Adaptation Gain Resist Necrotic +3.

Gain the Necrotic Adaptation ability. Necrotic Adaptation (1/Recoup). When subjected with an ability or spell that deals necrotic damage you may spend 1 Reactive AP to gain Necrotic Affinity.

Shadow Step Croftian Sublineage You may step between shadows as easily as walking. You may spend 2 AP to immediately teleport up to your base speed within your Line of Sight, but only if both your starting and ending location are shaded or shrouded in darkness.
Shadow Step II Shadow Step You may spend 1 AP to Shadow Step 1⁄2 your walking speed, or spend 4 AP to Shadow Step up to twice your walking speed.
Shadow Mastery Shadow Step After you use your Shadow Step ability you become invisible. You are Unseen and remain so as long as you are Concealed and do not make an attack, use an ability, or cast a spell. Using Shadow Step does not break your invisibility.

Draculean Features

Feature PreReq Description
Captivating Gaze Draculean Sublineage Gain the Captivating Gaze ability.

Captivating Gaze (CHA/Rest). Your eyes shine with faint unholy light. You may attempt to charm a humanoid that does not have the undead tag with your hypnotic gaze. You may spend 3 AP to make a CHA attack against the WILL of a humanoid within 15 ft of you. On a hit, the humanoid is Charmed. This lasts for 1 hour or until the creature takes damage.

Captivating Gaze II Captivating Gaze Your captivating gaze no longer ends when a target takes damage, unless the damage is from you.
Creature of the Night Draculean Sublineage Cats, dogs, horses, and other domesticated animals treat you with hostility and fear. However, you are never willingly attacked by bats, rats, and wolves. Gain the Creature of the Night ability.

Creature of the Night (1/Rest). Provided that such creatures naturally live in the area, you may spend 3 AP to summon one of the following creatures to an unoccupied space within 30 ft of you.

That monster is friendly towards you and your allies for one hour. At the end of this time, the creature wanders away.

Creature of the Night II Creature of the Night, Draculean Sublineage When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
Creature of the Night III Creature of the Night II, Draculean Sublineage Creature of the Night becomes 2/Rest.
Shapeshifter Creature of the Night, Draculean Sublineage When you use Creature of the Night, you may choose to change your form instead of summoning a creature. Gain the Shapeshifter ability.

Shapeshifter. For 1 AP, choose one of the creature forms you are capable of summoning. You change into this form and gain the statistics of that creature. Once you lose all of your HP in this form, or when you spend 1 AP to end the effect, you revert to your previous form with the amount of HP that you had prior to your transformation.

Vampiric Movement Draculean Sublineage You gain a climb speed equal to your walking speed, and you can naturally cling to flat, vertical surfaces, allowing you to walk (or run) up them. This also lets you walk upside-down.
Vampiric Speed Draculean Sublineage Repeatable. Gain +5 ft walking speed.
Core Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou
Additional Lineages Harker's: BatfolkDhampirGretchlingHellspawn