Home >Heritages >

Dhampir (Uncommon Heritage)

You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors.

You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from dhampir feats and feats from your ancestry whenever you gain an ancestry feat.

Many call vampires the children of the night, but it is dhampirs who can truly claim that title. These mortal offspring of vampires walk the line between life and undeath not just physiologically, but also in their social standing, temperament, and worldview.

The circumstances surrounding a dhampir’s birth are rare, complex, and often shrouded in horrific rumors stoked by societal revulsion at the idea of an undead monstrosity producing mortal offspring. Some dhampirs are the child of one mortal and one vampiric parent, while others are born to those who were turned into vampires while pregnant.

Still others rise from dark rituals or other supernatural influences that impose a vampiric curse onto a mortal infant. The life of a dhampir is often difficult: few vampiric parents have the time or inclination to raise a mortal child, while mortal communities find a dhampir’s sallow flesh, piercing eyes, and unnerving presence off-putting at best.

Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead, making them unwelcome in many holy communities and often driving them toward necromantic arts. Dhampirs aren’t immortal, but age far more slowly than most mortals, with a lifespan similar to that of an elf. Dhampirs have difficulty producing children of their own, and those few born to a dhampir are never dhampirs themselves.

A dhampir generally resembles a member of their non-vampire parent’s ancestry, but with a ghostly pallor and eyes so light it seems they have only pinpoint pupils and no iris. All dhampirs have elongated incisors, some nearly as long as those of a true vampire. Many command grace, beauty, and charm, despite their unsettling appearance.

You might…

  • Distance yourself from your heritage by trying to blend into society or even hunting undead.
  • Take special precautions to avoid being exposed to “helpful” healing magic.
  • Find yourself fascinated by the sight, smell, or taste of blood.

Others Probably…

  • Feel unsettled by your ghostly pallor and sharp teeth.
  • Wonder about or even romanticize your origins and motivations.
  • Find themselves strangely drawn to your grace, charm, and appearance.

Dhampir Feats

The following feats are available to dhampir characters.

1st Level

Eyes of Night Feat 1


Prerequisite(s) low-light vision

You can see in the darkness as easily as a true vampire. You gain darkvision.

Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat.

Fangs Feat 1


Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.

Straveika Feat 1

Dhampir Lineage

You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear’s powers of domination have left you with an understanding of how a creature’s intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you.

Svetocher Feat 1

Dhampir Lineage

You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice.

Vampire Lore Feat 1


You were raised by your vampiric parent, or you’ve invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vampire Lore.

Voice of the Night Feat 1


You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.

5th Level

Enthralling Allure Feat 5


The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast charm as a 1st-level divine innate spell.

Necromantic Physiology Feat 5


Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you.

You gain a +2 circumstance bonus to saves against diseases.

Undead Slayer Feat 5


Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.

9th Level

Bloodletting Fangs Feat 9


Prerequisite(s) fangs unarmed attack

You emulate your vampiric parent’s techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.

Night Magic Feat 9


You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and obscuring mist as 2nd-level divine innate spells. You can cast each of these spells once per day.

13th Level

Form of the Bat [one-action] Feat 13

Concentrate Dhampir Divine Polymorph Transmutation

Frequency once per hour You can transform into a harmless bat. You gain the effects of a 4th-level pest form, except you always transform into a bat.

17th Level

Symphony of Blood Feat 17


You call forth the blood of your foes to grant you vigor. Once per day, you can cast vampiric exsanguination as a 7th-level divine innate spell.

Section 15: Copyright Notice

Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White.