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Note: This article has been made defunct by the official release of the Dhampir race by Wizards of the Coast, feel free to use this variant of the Dhampir, or defer to the published material found in Van Richten's Guide

Dhampir are a half-breed of Vampire, born when one parent has not undergone complete transformation. As such, Dhampir contain vampire blood, but are not considered undead, and can not be transformed into a true vampire, though it is believed that a Dhampir can still be killed and transformed into a Vampire's Spawn.

Racial Traits[edit | edit source]

Ability Score Increase. +2 Dex

Speed. 30 Feet 

Greater Darkvision. Born into a twilight world, you are not inconvenienced by the night. 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 

Necrotic Bloodline. You have resistance to necrotic Damage, additionally you are immune to any Vampire's charm or conversion.

Entrancing Ability. You have the innate ability to cast Charm Person. The saving throw DC for this casting is equal to 11 + your Charisma modifier. You cannot use this ability again until after a long rest.

Sunlight Sensitivity. 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.

Languages. Common and one language of your choice.

Sub Races (Pick one of the below):[edit | edit source]

Vampiric:

  • Regenerative Bite. The dhampir has a natural bite attack that can be used in place of an unarmed strike. The damage dealt is 1d6. However, if the conscious target is grappled or restrained, you gain an amount of Temporary Hit Points equal to the damage done.

Predatory:

  • Born Stalker. You gain proficiency in the Perception and Stealth skills. Also, you do not take attack penalties with any attack roll when blinded or deafened.

Shapechanger:

  • Polymorphic. You can transform into either a bat, a wolf, or a medium-sized area of mist as a Bonus Action. You cannot make actions in combat while shape-shifted, and your equipment becomes part of the form. You can use another Bonus Action to transform back into your original form.
    • As a Bat, you gain a fly speed equal to 15 feet.
    • As a Wolf, your speed increases to a total of 45 feet.
    • As Mist, you gain Resistance against all non-magic physical attacks but you gain vulnerability (double damage) against any spells/invocations, as well as a fly speed of 5 feet. Your mist form can slip through cracks larger than 1 inch in width.
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