Dhampyrs, also known as “daywalkers,” are living creatures who have inherited some of the tainted blood of vampires. Some are the descendants of male vampires and mortal females, but many others have dhampyrs for parents and some result from a vampire of either sex biting a pregnant female. A dhampyr’s powers may lie dormant for years before being quickened; dhampyrs may also have children who are normal in every respect. Possessing some of the strengths of vampires and none of their traditional weaknesses, dhampyrs are simultaneously valued and discriminated against by both sides of their heritage.


Dhampyrs are thin and willowy, with pale skin and slightly pointed ears. They have slightly pronounced canines and blood-red eyes. Dhampyrs are unharmed by sunlight or positive energy the way true vampires are. Many dhampyrs feel the characteristic bloodlust of a vampire as well as the ability to feed off of blood for sustenance or healing, though their thirst is much milder than that of true vampires and not all or even most dhampyrs carry out the practice.


Because of their unusual circumstance of being not only half-breeds, but the spawn of the living dead, dhampyrs often feel out of place no matter where they are. Grim and somber, dhampyrs often are guarded and obsessive, though they also exhibit a great deal of patience and a penchant for black humor as well.

The degree of outcast feeling, however, varies from individual to individual, however, and depends to a certain degree on the environment in which a dhampyr is raised. Dhampyr raised unaware of their vampiric blood may more or less pass as normal, while those who are aware of their heritage have a greater tendency to develop a fascination with death and macabre practices such as blood drinking or black humor. Some of the latter even develop a vampire-like thirst for blood, though this derives from a psychological, rather than a physical need.


Dhampyrs may be born into mortal society or they may be raised by vampires and treated as special but lesser members of a vampire clan. In the former case, how dhampyrs are treated depends largely on whether or not the dhampyr’s neighbors knows of their true nature. In cases where a dhampyr’s heritage is a secret known to only a few, many can safely pass as normal without incident. When a dhampyr’s true nature is known, however, they are frequently mistreated, though in some cases their vampiric ancestry is treated as a boon rather than a curse.

Dhampyrs raised among vampire are another matter. Most vampires see their progeny as special creatures, above the average mortal though of less value than a true vampire. As a result, dhampyrs are the favored thralls of true vampires, who utilize them as soldiers and assassins, giving them tasks that are beneath a true vampire but allow opportunity for prestige nonetheless. In some cases, dhampyrs are even allowed to use the names of vampire clans as their surname, a high honor on vampiric society.

Some dhampyrs view their heritage as a curse, others as a blessing. The former often turn to hunting their undead brethren, becoming deadstalkers who hunt down vampires and other undead, turning vampires’ own abilities against them. Those who feel their heritage makes them special, however, are more likely to become bloodknights, using their supernatural abilities as a tool to make them deadlier warriors.

[[File:461358 | class=media-item-align-center | ]]


Your tainted blood gives you a variety of supernatural abilities and strengths.

  • Ability Score Increase. Your Charisma score increases by 2. You also increase either your Strength or Dexterity score (your choice) by 2.
  • Age. Dhampyr age as humans until adulthood, then their aging slows to halt. Their lifespans are close to that of elves, verging on the immortal.
  • Alignment. Due to their nature, the vast majority of Dhampyr in the world are evil. However some rebel or fight against their undead sires, typically neutral in their quest. Others forsake their inner darkness completely, becoming champions of good – even if society has trouble accepting them.
  • Size. Dhampyr vary in height in weight, but remain with normal human range. Your size is medium.
  • Speed. Your base walking speed is 30 feet. While in dim light or darker, it increases to 40 feet.
  • Darkvision. You have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.
  • Fangs. You can bite as an unarmed attack action, and you are considered proficient. A bite deals 1d4 damage plus your Strength score. You heal yourself for half of the damage you deal, rounded up, up to your maximum hit points. You can perform this action on a dying creature, but not a dead one. Biting a dying creature causes a death save failure, as normal.
  • Undead Fortitude. You are resistant to Necrotic damage and have Advantage on saves against the charm, dominate, and fear powers of the undead.
  • Cursed Flesh. You are vulnerable to Radiant damage and silvered weapon damage.


  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely o sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Princes of the Apocalypse Praissen