Jeivar
2020-06-04, 02:44 PM
I'm going to start working on a Transylvania-esque setting (as in, the pop culture version of the place), and I want to include some horror races as optional. My first choice is, obviously, the dhampir. I know they've already released an official version. I'm using it as a template, but want to make it a bit more fun. My base is as follows:
*Strength +2 OR Charisma +2, and +1 in a stat of your choice.
*Darkvision 60 feet
*Resistance to Necrotic damage
*Fangs - 1d4+Strength in piercing damage
But I have three different ideas on what to make their signature ability:
1) The dhampir can cast Charm Person once per short or long rest, using Charisma as their spellcasting ability. (this is simply the official ability)
2) The dhampir can shapeshift into a wolf, gaining an extra 10 in movement, a bite attack (2d4+Strength), a natural AC 13, and an advantage on rolls for hearing or smell. This transformation can last up to one hour, and the dhampir must finish a long or short rest before doing it again. (Not HUGELY useful, but certainly good for tracking enemies or fleeing a fight)
3) Starting at level 3, the dhampir can transform into a Dire Wolf for one minute, replacing their own physical stats and hit points with those of the listed creature for the duration. If brought down to zero hit points while transformed the dhampir reverts to its humanoid shape and previous hit point total. The dhampir must finish a long or short rest before doing it again. (definitely more powerful than the regular wolf, which is why I'm waiting until third level)
Then there's the issue of blood-drinking. I do want it to be at least an option and ideally a requirement, for that angsty "cursed from birth" angle. I do wonder if making it a requirement can justify giving them elf-like resistance to being Charmed, to make them effective vampire hunters.
*Draining (version 1) - Every morning, if the Dhampir has not drained blood from a humanoid creature in the last 24 hours, it must succeed on a DC 10 Constitution saving throw or suffer a level of Fatigued that can only be healed through blood drinking.
*Draining (version 2) - Every morning, if the Dhampir has not drained blood from a humanoid creature in the last 24 hours, it loses 1d4 hit points, which can only be healed by inflicting the same amount of damage with a bite.
*Blood healing - Upon using its bite attack on a living humanoid, the Dhampir may roll its hit die to regain hit points.
What do you think? How do I make this overall cool and vampire-lite without making it too powerful?
*Strength +2 OR Charisma +2, and +1 in a stat of your choice.
*Darkvision 60 feet
*Resistance to Necrotic damage
*Fangs - 1d4+Strength in piercing damage
But I have three different ideas on what to make their signature ability:
1) The dhampir can cast Charm Person once per short or long rest, using Charisma as their spellcasting ability. (this is simply the official ability)
2) The dhampir can shapeshift into a wolf, gaining an extra 10 in movement, a bite attack (2d4+Strength), a natural AC 13, and an advantage on rolls for hearing or smell. This transformation can last up to one hour, and the dhampir must finish a long or short rest before doing it again. (Not HUGELY useful, but certainly good for tracking enemies or fleeing a fight)
3) Starting at level 3, the dhampir can transform into a Dire Wolf for one minute, replacing their own physical stats and hit points with those of the listed creature for the duration. If brought down to zero hit points while transformed the dhampir reverts to its humanoid shape and previous hit point total. The dhampir must finish a long or short rest before doing it again. (definitely more powerful than the regular wolf, which is why I'm waiting until third level)
Then there's the issue of blood-drinking. I do want it to be at least an option and ideally a requirement, for that angsty "cursed from birth" angle. I do wonder if making it a requirement can justify giving them elf-like resistance to being Charmed, to make them effective vampire hunters.
*Draining (version 1) - Every morning, if the Dhampir has not drained blood from a humanoid creature in the last 24 hours, it must succeed on a DC 10 Constitution saving throw or suffer a level of Fatigued that can only be healed through blood drinking.
*Draining (version 2) - Every morning, if the Dhampir has not drained blood from a humanoid creature in the last 24 hours, it loses 1d4 hit points, which can only be healed by inflicting the same amount of damage with a bite.
*Blood healing - Upon using its bite attack on a living humanoid, the Dhampir may roll its hit die to regain hit points.
What do you think? How do I make this overall cool and vampire-lite without making it too powerful?