Feralblood
Ability Score Increase +2 Con,
Size Medium
Speed 30ft
Dhampir Traits
Your dhampir character has inherited a common set of features from its vampiric ancestry.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dhampirs mature at the same rate as humans but can live up to 300 years.
Alignment. Dhampirs are given to dark appetites by their nature, pushing many dhampirs towards evil or neutral alignments. Dhampirs are as likely to be lawful as chaotic.
Size. Dhampirs stand between 5 and 6 feet tall and weigh, on average, 140 pounds. Your size is Medium.
Speed. Your base walking speed is 30.
Darkvision. Thanks to your vampiric heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.
Daywalker. You can use an action to ignore your Sunlight Sensitivity feature for 1 hour. You can use this trait again after you complete a long rest.
Hard to Kill. While you are not in direct sunlight, you have advantage on death saving throws.
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.
Feralblood Traits
Feralblood dhampirs inherit a lesser version of the curse that turned their vampiric parent into a raging bestial predator in humanoid skin. Feralblood dhampirs possess an unnatural strength which they are prone to use as a solution to all their problems. Known primarily for their inhuman ferocity, feralblood dhampirs also have a rapport with wild beasts.
Ability Score Increase. Your Strength score increases by 1.
Bestial Claws. As an action, you can spend a Hit Die to transform your hands into powerful claws for 1 minute. These claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage, instead of the bludgeoning damage normal for an unarmed strike. The slashing damage dealt is equal to the Hit Die expended to activate this trait + your Strength modifier.
Feral Legacy. You can cast the speak with animals spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the beast sense spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Languages. You begin with Common and one extra language of your choice.