You have proficiency in the Arcana skill.ĭemonic Magic. Your Intelligence score increases by 1.Ībyssal Knowledge. Mages, cultists, and priests often belong to this strain of vampirism.Ībility Score Increase. Your vampiric bloodline stems from Orcus' curse of undeath upon the denizens of the Material Plane. Once you use this feature, you cannot use it again until you finish a long rest. Otherwise, the effect lasts 1 hour or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Bite feature. The charmed target regards you as a trusted friend to be heeded and protected. The Wisdom Save DC = 8 + your Charisma modifier + Proficiency. If the target can see you, the target must succeed a Wisdom saving throw. As an action, you can target one humanoid you can see within 30 ft. You have proficiency in the Persuasion skill. Decadent nobles, wealthy merchants, and even royalty hail from this strain of vampirism.Ībility Score Increase. Your vampiric bloodline stems from the cream of society. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.įour main subraces of dhampirs populate the worlds of D&D: blueblood dhampirs, demonblood dhampirs, feralblood dhampirs, and masqueblood dhampirs. Dhampirs typically learn the languages of other peoples they deal with, including obscure dialects. You can speak, read, and write Common and one extra language of your choice.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. You can’t discern color in darkness, only shades of gray. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Once you spend a hit dice with this feature, you cannot do so again until you finish a long rest.ĭarkvision Thanks to your vampiric heritage, you have superior vision in dark and dim conditions. You then recover hit points equal to the necrotic damage dealt. Add the hit dice + your Constitution modifier as additional necrotic damage to your Bite. In addition, you may choose to spend one of your hit dice to drain blood from the creature. If you hit with it, you deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your set of fangs is a natural weapon, which you can use to make unarmed strikes.