Dhampir
Ancestry Traits
Size. Partial Ancestry Size
Speed. Partial Ancestry Speed
You are still a humanoid, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
You don't need to breathe. You have advantage on saving throws against being charmed and against diseases. Additionally, you have resistance to necrotic damage, and your hit point maximum cannot be reduced.
You gain special abilities based on the vampiric ancestor you derive your lineage from. Choose one of the following:
- Legacy of Jiang-Shi. You have an intimate connection with a certain number. When you gain this trait, choose a number between 3 and 18 (or roll 3d6). This number becomes your numerological totem and can never be changed. When you or a creature you can see rolls your numerological totem on an attack roll, ability check, or saving throw, you may treat that roll as if you had rolled a natural 1 or a 20 on the d20. Once you use this trait, you can't use it again until you finish a long rest. Additionally, you learn the comprehend languages and illusory script spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Moroi. You learn the friends cantrip. Starting at 3rd level, learn the charm person spell. Starting at 5th level, you also learn the gaseous form or spider climb spell, each of which you can only cast on yourself. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Nosferatu. You gain a climb speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you learn the animal friendship and speak with animals spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Paragon Options
Day Walker
You are adapted to surface life better than most of your ancestry. You gain the following benefits:
- You ignore the penalties of the Sunlight Sensitivity trait.
- You have advantage on saving throws you make to avoid or end the blinded condition on yourself.
Ancient Mobility
You gain the inhuman strength and speed of your vampiric patron. You gain the following benefits:
- Your movement speed increases by 10 feet.
- As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blood Drinker
You gain a fanged bite attack, which is a special melee weapon attack with the finesse quality that may be used on a willing creature, or on a creature who is incapacitated, restrained, or that you are grappling. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier plus a number of d6 of necrotic damage equal to half your proficiency bonus. You gain hit points equal to the amount of necrotic damage you deal. You can only make one bite attack per turn.
Echolocation
You gain the exceptionally keen senses like a bat. You gain the following benefits:
- Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
- Echolocation. As an action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while deafened. This action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flight
You sprout wings. You have a flying speed equal to your walking speed.
Perfect Darkvision
Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.