Vampire and Dhampir Feats


Homebrew and House Rules


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A list of new feats available to vampires and their half breed kin.
Dark Intrusion
You may enter homes and other private dwellings without permission.

Prerequisites
Vampire, Rogue or Ninja 1st

Benefit
You no longer need be welcome or invited to enter a premises that is not considered a public place. Spawn you create also gain the benefit of this feat as long as you are leading them in.

Normal
Vampires are forbidden to enter private dwellings unless invited.
Mist Blink
Your body shifts constantly from solid to mist, confounding your foes as they try to attack you.

Prerequisites
Vampire with the mist form ability, Able to cast the Blur and Blink spells.

Benefit
When casting Blink or Blur on yourself or one of your spawn the duration is doubled and the miss chance is increased by 5%.
Improved Blood Drain
You are able to drain your victims faster than normal.

Prerequisites
Vampire, 7th level

Benefit
When draining blood you deal 1d8 constitution drain per round instead of 1d6.
Greater Blood Drain
You can drain your victims with swift efficiency.

Prerequisites
Vampire, 14th level, Improved Drain

Benefit
When draining blood you deal 1d10 constitution drain per round.
Semblance of Life
You are better able to pass yourself off as a living person.

Prerequisites
Vampire, Charisma 14+

Benefit
After draining at least 10 points of constitution from a victim, you gain immunity to spells that reveal you as undead, such as detect undead and deathwatch. Your skin is warm to the touch, you are able to draw and exhale breath, and you can cause your dead heart to beat as a free action. This feat only allows you to mimic life, not have it for a short time. The effects last for 10 hours.
Drain Spell Through Blood
When draining the blood of fellow sorcerers, you also steal their magic.

Prerequisites
Vampire, Sorcerer, Charisma 14+

Benefit
You can steal spells from other sorcerers by draining their blood. For every 1 point of constitution drained from a single bite, you steal a spell of equal level. For example, if 5 points of Constitution is drained, then a single spell up to 5th level can be stolen. The vampire must be of high enough level to cast the spell in order to steal it.
Father’s Fangs (Vampiric Feat)
You have the fangs of a vampire.

Prerequisites
Dhampir, 3rd level

Benefit
You gain a secondary bite attack and can drain blood/constitution like a true vampire. But for every hour you spend in sunlight, you take 1d6 temporary constitution damage.
Father’s Fists (Vampiric Feat)
You can slam like a vampire.

Prerequisites
Dhampir, 3rd level, any non-good alignment.

Benefit
You gain a single slam attack that deals 1d6 damage. The attack deals one negative level if a fortitude save is not made (DC 10 + Charisma Modifier). But holy water burns you as if it were acid and you may not enter homes unless invited.
Children of the Dark Forest
You are more in touch with the children of the night.

Prerequisites
Vampire or Dhampir, Druid 5th or Ranger 8th.

Benefit
When casting summon nature’s ally to conjure any kind of rat, wolf, or bat, the animal is adjusted as per the augment summon feat. If your animal companion is one of these animals, they gain +2 to their strength OR dexterity (player’s choice). When you call your children of the night, it takes half as long when in a forest or cave. And when you take the form of one of these animals by using any supernatural ability, you gain +2 to your strength OR dexterity. Additionally, you gain a +4 to handle animal checks with these animals.
Vampiric Wilting
As you cast your spell and your victim shrivels into a dry husk, you absorb their airborne blood through your outstretched hand.

Prerequisites
Vampire or Dhampir, able to cast the Horrid Wilting spell.

Benefit
When your target takes damage from your horrid wilting spell, you heal the same amount of damage they take. This cannot grant temporary hit points.

Created by Aaron Hollingsworth

Comments and feedback welcome:)


Semblance of Life is a favorite of mine among these. DMs would be able to disguise a vampire without loading him up with protective magic items, which suspicious PCs would just remove if they truly suspected the vampire and could capture him. Best part about it is that it can't be taken away. Of course, without the ability to survive sunlight the feat is very limited. Suspicious players (and possibly NPCs) will likely just haul the suspected vampire into the light just to make sure. This defeats what seems to be the purpose of the feat: to mitigate and throw off suspicion.

Perhaps a second feat after that one which grants (limited) protection from the sun (and similar effects/spells)? Obviously it would only be available to the most powerful vampires.

Nothing saps the scariness from vampires like the various sunlight-based spells available to PCs around those levels that translate into SoD insta-death for them. Normal vampires? Sure. The vampire elder? Shouldn't be -quite- that easy.


Thanks and not a bad idea. But a vampire's strengths are counter balanced by its weaknesses. I would suggest a breed of vamp that is not sun sensitive, but is also unable to use abilities such as children of the night. Basically, if you remove a weakness, you should remove a strength.

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