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Dhampir
Free | Premium | Iconic | ||||||||||||
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![]() Trailblazer |
Dhampir are characters with innate connections to death and undeath. Many are half-Vampires one way or another, and have a life-draining bite.
The Dhampir race was introduced in Update 74.
- It is free to VIP.
- Included in any bundle of the Chill of Ravenloft expansion.
- In January 2026, it will be available in DDO Store for 1595 points (or in a bundle with the iconic for 2499 points).
Racial traits[edit]
- +2 Strength
- Do not need to breathe while underwater
- Feat: Vampiric Bite
- Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 10 + (Heroic Character Level x Constitution Modifier) number of Hit Points from Positive energy.
Deities[edit]
Feats[edit]
Dhampir Feats[edit]
Dhampir Racial Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Dhampir Traits | Passive |
You do not need to breathe underwater. |
Dhampir or Dhampir Dark Bargainer |
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Vampiric Bite | Active | Cooldown: 15 seconds
Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one. |
Dhampir or Dhampir Dark Bargainer |
Racial past life feats[edit]
Enhancements[edit]
Core abilities[edit]
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Dark Past: +1 to Attack while performing Sneak Attacks.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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STR/CON/CHA: STR/CON/CHA
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Dark Past | |
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Dhampir Ability: +2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: STR/CON/CHA | |
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STR/CON/CHA: STR/CON/CHA
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Dark Present | |
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Dark Future: +3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: STR/CON/CHA |
Tier One[edit]
Requires Dark Past
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Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements | |
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Skills: +1/2/3 to Hide, Move Silently, and Jump
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: N/A | No requirements | |
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Energy: (multiselector)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements | |
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Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: N/A | No requirements | |
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Innate Protection: +1/2/3 Saves vs. Spells
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: N/A | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements | |
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Dominate Animal: Spell-Like Ability: Dominate Animal. DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses). Cooldown 18 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: N/A | No requirements | |
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Embrace Death: Toggle: While Embrace Death is active, you gain 100% fortification and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (mx 10). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: N/A | No requirements | |
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Rush of Bats: Turn into a swarm of bats and rush to target foe's position. Cooldown 24/18/12 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements | |
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Cloak of Undeath: +2/4/6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
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Fearsome Countenance: SLA: Target enemy must make a Will Saving Throw (10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses) or be Cowered for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. Cooldown 12 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements | |
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Stunning Visage: +2/3/4 to Stun DCs
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: N/A | No requirements | |
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Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements | |
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Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | Requires: Rush of Bats | |
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Improved Dodge: +1/2/3% Dodge when wearing Light or no Armor.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements |
Tier Four[edit]
Requires 15 APs spent in tree
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Ascended Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the piercing damage. if the target of your Vampiric Bite is Cowered, living, and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements | |
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Vampiric Persuasion: +1/2/3 Enchantment DCs.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Cooldown: N/A | No requirements | |
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Dominate Person: SLA: Dominate Person. DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses). Cooldown 18 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements | |
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Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements |
PnP information[edit]
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers.
In the 5th edition, Dhampirs are humanoids with a touch of undeath. Their traits include:
- Vampiric Bite: Con-based attack. Regain HP.
- No need to breathe.
- Spider climb, darkvision.