Dhampir Blood (3.5e Feat)

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Author: Eiji-kun (talk)
Date Created: 1-13-18
Status: Complete
Editing: Mechanical changes on Talk
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Dhampir Blood [Archetype] Prerequisites: Must be living.Benefit: See below. Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat you meet the prerequisites.

Archetype Feat Bonus are based on HD.

  • 1 HD: You become sensitive to sunlight, but thrive in the dark. Gain (or improve existing) darkvision +60 ft. However, you gain light sensitivity. You are dazzled in bright sunlight or within the radius of a daylight spell. In addition choose one of the two options:
Death Touched: Gain the Tomb-Tainted SoulLM feat.
Preserved Flesh: Gain negative energy resistance 5.
  • 3 HD: You can gain nourishment from consuming blood, gaining the bite attack of a grey vampire. Your blood pool does not affect your effective Con score and only ever require 1 point to suffice for the day. However for every 4 points you would drain, you recover hp and ability damage as if you had rested for the night. In addition to the presence of fangs you gain one additional anomalous trait such as glowing eyes, shadowy aura, pale skin, or other vampiric effects. These effects can be disguised, but otherwise reveals yourself to be unnatural.
  • 8 HD: You now count as a vampire for the purpose of pre-requisites and feats. In addition gain one of the following abilities below:
Alternate Form (Su): You can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This is as the vampire ability of the same name. You may also speak to all of these creatures as if they had a language.
Gaseous Form (Su): As a standard action, you can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If you are brought to -10 hp or lower, you may make a Fortitude save with a DC equal to the amount of damage in the negatives you are. If you succeed you immediately disperse in a cloud of gas, and will reform in the same location 1 hour later, stable and at -1.
Mental Influence (Su): You gain greater hypnotism at will (DC 10 + 1/2 HD + Cha modifier), but a successful save renders the target immune for 1 minute.
Spider Climb (Su): You can climb sheer surfaces as though with a spider climb spell. If you already have a climb speed, increase your speed by +20 ft and you do not need to have your hands free.
  • 15 HD: You no longer age and become biologically immortal, and gain DR 10/silver and magic. You can also create Vampire Spawn by killing humanoid creatures with your blood draining bite. They are loyal to you, but you may only have one at a time. Creating another releases control of the previous spawn.

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Eiji-kun's Homebrew (5607 Articles)
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Article BalanceVery High +
AuthorEiji-kun +
Identifier3.5e Feat +
PrerequisiteMust be living. +
RatingUndiscussed +
SummaryGain some vampiric traits, as you awaken your vampiric ancestry. +
TitleDhampir Blood +
TypeArchetype +