Dhampir Template
Dhampir Template
5e Template)
The result of the union between a vampire and a human, elf, or other human sized women.
Alucard from Castlevania series, D from Vampire Hunter D, and Blade are example of
Dhampirs.
[edit] Creating a Dhampir
Dhampir is a template that can be added to any humanoid or monstrous humanoid creature
(referred to hereafter as the base creature). A Dhampir uses all the base creature’s statistics and
special abilities except as noted here. This template can only be added to a new character only.
[edit] Size and Type
Size and type is unchanged.
[edit] Hit Dice
Increase all current and future Hit Dice to d10s.
[edit] Speed
Base speed is unchanged.
[edit] Armor Class
The base creature’s natural armor bonus improves by +3.
[edit] Attack
A Dhampir is proficient with all simple and martial weapons and gains the special attacks listed
below.
[edit] Special Attacks
Gain the following abilities:
Blood Drain: If pinning an opponent, the vampire can make a bite attack that does 1d4
Constitution damage each round, the vampire gains 5 temporary hp each point, and imput a
venom which will paralyze the victim . If you do not drain at least 5 Constitutions point of Blood
each day from a living creature, you take -2 INT and +2 STR (FortNeg, DC 15 + number of days
since you last drunk). If you still do not drink, for every day you take -2 INT and +2 STR until
you will become your mortal race
Blood Rage: A Dhampir has the ability to enter a state where he gets +6 Strength, +4
Dexterity,+5 Constitution, and +2 regeneration, but he must pass a dc 20 will save in order not to
attack his allies and can only do this once a day, may be unwillingly invoked around large pools
of blood or when under great stress or life threatening condition and as the Dhampir ages the
blood rage will become stronger and more in control
Charm Gaze: by making a gaze attack against a target within 30’ as a Free Action, the target is
affected by Charm Monster, using the Half-Vampire’s HD as Caster level. (WillNeg). If the
target’s save is successful, he/she is immune to this Dhampir’s Charm Gaze for 24 hours.
Dark Metamorphosis (Sp): This spell does not count as one of the limited spell a Dhampir can
know. It counts as a Level 1, so it only costs 1 MP. With this spell any blood the dhampir
touches is absorbed by their body just as if they had used their fangs. Also when a Dhampir gets
older he will have the ability to just point at a person to suck the blood out of them when they
just want to.
Hellfire (Sp): This spell courts as a 1st level spell, so it only costs 1 MP. It sends out one to three
firebolts doing a total of 1d6 fire damage per two levels. It is a ranged touch attack. When a
Dhampir becomes older his hellfire ability will become inextinguishable (unless the Dhampir
wants it extinguished) and will disintegrate any thing it touches.
Summon Spirit (Sp): This spell counts as a Level 3 spell, so it costs 5 MP to cast. It summons a
spirit that does 1d8 damage per three levels. Once summoned, the spirit can take a action the
next round, until the battle is over. He will be able to also summon the spirits of people he has
killed in the past and the spirits ancestors. It has an AC of 10 plus the dhampir's level. It has the
same BAB and half the HP that the dhampir does. It is treated like a creature with incorporeal as
a subtype. The only way it can attack is to pass though the victim doing magic type damage. It
can say on the same target or can switch targets as the caster wishes.
Domination (Su): As base vampire, except that a Dhampir can do this either by gaze or voice. It
does not require line of sight to the target, but the target must be able to hear the vampire lord's
voice when it speaks at a normal volume level. When the vampire gets older he will be able to
dominate a person with just his voice no matter how strong the victim's will is and however long
he wants no matter how far away, the only way to break the domination is to kill the Dhampir or
make a successful will save.
[edit] Special Qualities
Fast Healing (Ex): As base vampire, but a Dhampir heals 4 hit points each round.
Cold and Electricity Resistance 5
There is a 6% chance/2 levels that the Dhampir will rise as a Vampire on death.
Blood Requirements: A Dhampir has to drain blood once every month or his special qualities
will weaken and if he doesn’t feed for 3 months he will become his mortal race
Racial Hit Dice: A Dhampir begins with five levels of monstrous humanoid, which provide
5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and
Will +4
Racial Skills: A Dhampir’s monstrous humanoid levels give it skill points equal to 5 × (4 + Int
modifier). Its class skills are Hide, Listen, Move Silently, Search, and Spot. A Dhampir has a +2
racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.
Racial Feats: A Dhampir’s monstrous humanoid levels give it four feats.
Uncanny Dodge (Ex): At 2nd level, a Dhampir retains his Dexterity bonus to AC (if any) even if
he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity
bonus to AC if immobilized. If a Dhampir already has uncanny dodge from a different class.
Alternate Form (Su): As a base Vampire: A dhampir can assume the shape of a bat or wolf as a
standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except
that the dhampir does not regain hit points for changing form and must choose from among the
forms mentioned here. While in its alternate form, the dhampir loses its dominate ability, but it
gains the natural weapons and extraordinary special attacks of its new form. It can remain in that
form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this
power might allow other forms.)
Damage Reduction (Ex): A Dhampir is extremely tough; it has damage reduction 5/+1.
Telepathy (Su): A Dhampir can communicate telepathically with any living creature within 100
feet that has a language, and with any vampire under its direct control to a range of 1 mile.
Blood Mimicry: When a Dhampir reaches ancient status he will get a unique ability to call forth
the memories, skills, and powers of the victim he has drained, He can also take the persons form
when calling the past victim forth. Also he must drain the victim completely in order to keep
their powers and depending on the amount of blood he has drunken, he will only hold onto the
victims powers and memories for a while before disappearing
Blood Rush (Ex): When a Dhampir consumes a pint of blood, they go gain a surge of power.
They gain an untyped bonus of +5 to any physical ability score for a number of rounds equal to
half their total hit dice.
Metabolism Control (Ex): Dhampirs have an unlimited life span, do not age, but are alive, so
their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so
vampires have control over the growth of their anatomy. As 1 action, a vampire can change the
length of his nails, hair, and/or canine teeth. They often use this ability to hide their claws and
fangs until they're ready to strike a victim and expose what they really are. The vampire can also
stop breathing, make their hearts stop, etc. They also for a short amount of time can increase his
physical stats by +2 as he chooses giving him a short time to become stronger than he really is.
Immortality (Ex): The Dhampir has no maximum age. He takes no penalties for aging, and any
penalties he once had are negated. If a living vampire chooses to do so, his soul may return to his
body upon being killed. Also the Dhampir as he ages he gains +1 strength. +1 constitution, and
+1 dexterity every decade
Speed Enhancement (Ex): A Dhampir outstanding speed gives him a +4 competence bonus to
melee attack rolls, ranged attack roll with thrown weapons, armor class, and reflex saves, as well
as +10ft movement.When he reaches ancient status all those increase +2 every year
Scent (Ex): Dhampirs can use the scent ability to track, and have a +5 racial bonus to alchemy.
Darkvision (Ex): Dhampire have darkvision with a range of 120 ft.
Resistance (Ex): Dhampirs have fire and acid resistance equal to their level divided by two
(round down.)
Undead Characteristics (Ex): Dhampir are immune to poison, sleep,disease, death effects, and
death from massive damage. The aberration that their living body takes on is reinforced with the
power of the undead, so they only gain the powers of the undead, and are not truly the undead,
nor are they considered the undead type.
Tremorsense: (60ft) A creature with tremorsense is sensitive to vibrations in the ground and can
automatically pinpoint the location of anything that is in contact with the ground and within
range. If no straight path exists through the ground from the creature to those that it’s sensing,
then the range defines the maximum distance of the shortest indirect path. It must itself be in
contact with the ground, and the creatures must be moving. As long as the other creatures are
taking physical actions, including casting spells with somatic components, they’re considered
moving; they don’t have to move from place to place for a creature with tremorsense to detect
them. Aquatic creatures with tremorsense can also sense the location of creatures moving
through water.
Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Cha +2.
Skills
Dhampir have a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks. Otherwise
same as the base creature.
Feats
Dhampir gain Alertness, Improved Initiative, and Lightning Reflexes, assuming the base creature
meets the prerequisites and doesn’t already have these feats.
Environment
Any, usually same as base creature.
Organization
Solitary, pair
Challenge Rating
Same as the base creature +2.
Treasure
Double standard.
Alignment
Any
Advancement
By character class.
Level Adjustment
+4 at base age, when he reaches higher ages (ancient) the level adjustment increases to +8