The rare offspring of a vampire and a human Ability Score Increase : Your Strength, Dexterity, and Charisma scores increase by 1. Age: Dhampirs reach adulthood age like humans. They reach physical adulthood at about 22 and can live to almost 250 years. Alignment : Dhampir can be any alignment, as with normal humans their 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. Size: Medium Speed : Your base walking speed is 30 feet, except when crossing running water (see vampiric weaknesses below). Darkvision : 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 grey. Dhampir Magic : Starting at 1st level you can cast the spiderclimb spell once per short or long rest. At 3rd level, you can use spiderclimb at will and learn to cast disguise self once per short or long rest. At 5th level, you can choose to replace disguise self with charm person . Charisma is your spellcasting ability for this spells. Necrotic Resistance : You take half damage from necrotic spells and abilities. Vampiric Heritage : Whenever you grapple, incapacitate, or restrain a creature, you gain the ability to bite that creature dealing 1 piercing damage as an action. Furthermore, you can spend your bonus action to drink the blood of that creature (after taking the bite action), dealing 1d6 necrotic damage, and you regain hit points equal the necrotic damage dealt this way. If you have fed on the blood of a human creature today, you gain regeneration equal to your Constitution modifier (minimum 1) if you start your turn with at least 1 hit point you regenerate, until you are reduced to 0 hit points or less, or until you take a long rest. You can regenerate lost limbs and reverse your aging when you are regularly feeding on human blood. Vampiric Weaknesses : You are vulnerable to radiant damage (which also cancels your regeneration), and piercing wooden weapons (such as arrows and stakes) deal double damage. Your speed is reduced to 10 feet when immersed in running water. Lastly the smell of garlic can sicken you, if you fail a Constitution save DC 13. Languages : You can speak (but not necessarily read or write) a number of languages equal to your Intelligence modifier.