Dhampir 5e | Race Guide for 5th Edition D&D

A Dhampir is a creatures that is the result of a union between a vampire and a human. Dhampirs are very shapely and comely. Their beauty is often compared to that of royalty.

Dhampir powers are to that of royalty. Dhampir power are similar to those of vampires but without the usual weaknesses.

They are a great danger to both enemies and friends, It is recommended to take extreme caution when dealing with them.

Physical Description:

While they seem more or less human, many dhampirs have pale skin and dark hair. At birth they resemble stillborns, but they do have a very faint heartbeat.

Most even possess sharpened teeth or claws, reminders of their undead heritage. They feed the same way as humans do but have problems being out in sun.

Their looks are human too, though they are described as being more graceful in appearance than humans.

They are not as powerful as vampires but are instead granted the gift of not needing to feed on others.

Dhampirs appear tall and sturdy while also having graceful features and a slender appearance which belies their unnatural strength.


Being the offspring of a vampire and a human parent, the dhampir are usually the children of a tragic romance..or something much more sinister.

This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers.


Dhampirs normally live a solitary lifestyle, feared, shunned, and even hunted by other races. Because of this, a great number of dhampirs reject their vampiric heritage.

Few, if any, can even stand the presence of a vampire. They are famed for their ability to not only hunt vampires, but also other mythical beings.

Most are driven and stubborn, yet strangely charismatic. But yet again there is a group who are willing to help and protect their undead relatives and be their guard.

This is presumably because of their ability to move in the sun which makes them excellent followers for vampires.

Dhampir Names

Dhampirs tend to use human naming conventions.

Dhampir Traits

The offspring of a vampire and a human necrophiliac.

Ability Score Increase: Your Charisma score increase by 2.

Physical Enchantment: A mortal’s transformation into a vampire offers a host of physical enchantments, like strength, speed, and agility, and you have inherited some of this enchantment from your undead parent Your choice of score from either Strength, Dexterity, or Constitution on increase by 1.

Age: Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.

Alignment: As with humans, a dhampir’s alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, fall to evil, and they also tend slightly toward chaotic alignments.

Size: Dhqmpirs are of similar height and build to humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of your as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shadee of gray.

Vampire’s Bite: You have the ability to make a bite attack against either a willing creature, a creatures that is charmedor grappled by you, or a creature that is incapacitated or restrained.

You can use your Strength or Dexterity for your bite’s attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll.

You may also choose to gain temporary hit points equal to the amout of necrotic damage dealt with this attack.

You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.

Vampiric Gaze: You can cast the charm person spell using this trait. Charisma is your spellcasting ability for this spell.

Your require no components to cast this spell using this trait, but your target must be able to see you.

You can use this trait a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Language: You can speak, read, and write Common and one other language of your choice.

Random Height and Weight

  • Base Height – 5′ 6″
  • Height Modifiers – +3d4
  • Base Weight – 100 lb
  • Weight Modifiers – 10× (1d8) lb

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