My Version Of The Dhampir Race!

Ratatoskr_Mikew

Well-known member
After playtesting the Dhampir, these are my conclusions on how to improve the tree!

Starting Features:
  • +2 Strength
  • Do not need to breathe while underwater
  • Edge of undeath: You receive 70% healing from negative energy, and 70% healing from positive healing
  • 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. You may use this twice per Rest. (6 second cooldown).
Dhampir Racial Enhancement Tree
  • Cores
    • Vampirism: +1 use of Vampiric Bite per rest.
    • +1 STR/CON/CHA/WIS
    • Vampirism: +1 use of Vampiric Bite per rest.
    • +1 STR/CON/CHA/WIS
    • Vampirism: +1 use of Vampiric Bite per rest.
  • Tier 1
    • Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
    • Skills: +1/2/3 to Hide, Move Silently, and Jump
    • Energy (Multiselector):
      • Embrace Human Heritage: +20 Positive Amplification/You now heal 100% from positive energy and have an innate 50% negative energy absorption.
      • Embrace Vampiric Heritage: +20 Negative Amplification/You now heal 100% from negative energy and 50% from positive energy, however you now count as undead and receive double damage from light sources.
    • Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious (like Warforged do).
    • Innate Protection: +1/2/3 to Saves vs Spells
  • Tier 2
    • 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. Additionally you have the same benefit when under the effects of bloodrage and bloodrage effects no longer cause you lethargy upon ending.
    • Blood Lash: Melee Weapon Attack: Using your weapon and innate ability to understand where the blood flows within your foes, you perform 3 AOE melee attacks that ignore 50% of enemy dodge bonuses with +1[W], +1 Critical Threat Range, and +1 Critical Multiplier. (12 second cooldown).
    • Rush of Bats: Turn into a swarm of bats and rush forward (As if using Spring attack). [36/24/12] second cooldown. (This shares a cooldown with spring attack).
    • Cloak of Undeath: +2/+4/+6 MRR. Rank 3: +6 MRR Cap.
  • Tier 3
    • Improved Blood Lash: Your Blood Lash attack now deals +10% damage. +2 Critical Multiplier. has a 33% chance to cause enemies to bleed, taking 1d6 damage every 2 seconds for 15 seconds. Some enemies are immune to bleeding. Bleeding scales with 200% Melee Power. Additionally, for each enemy hit, you have a 20% chance to heal for 1d6 Negative energy healing, or positive if you chose to embrace your humanity.
    • Stunning Visage: +2/3/4 to Stun DCs.
    • 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.
    • Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
    • Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
  • Tier 4
    • Ascendant 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/WIS Mod + Stunning Bonuses + Enchantment Bonuses) or die.
    • Vampiric Persuasion: +1/2/3 Enchantment DCs
    • Embrace Vampirism: Toggle: While Embrace Vampirism is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. 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 (max 20). Your melee attacks have a (10%) chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT/WIS/CHA Mod + Highest of Enchantment DC or Stunning Blow Bonuses). On Save: -10% Movement and Attack Speed. This counts as a greater form!
    • 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 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
    • (Intentionally Blank)

Racial Past Life: Dhampir:
  • 1st: +1 Hide
  • 2nd: +1 Strength
  • 3rd: +1 Racial Action Point


  • As for the aesthetic, cleaner, more youthful, and less gaunt!
 

Smokewolf

An Excited Member
Level drains in DDO are pointless when mobs can self-restore the damage almost instantly.
 
Last edited:

ChickenMobile

Well-known member
  • Embrace Human Heritage: +20 Positive Amplification/You now heal 100% from positive energy and have an innate 50% negative energy absorption.
  • Embrace Vampiric Heritage: +20 Negative Amplification/You now heal 100% from negative energy and 50% from positive energy, however you now count as undead and receive double damage from light sources.
Seems like we had similar ideas lol.

Level drains in DDO are pointless when mobs can self-restore the damage almost instantly.
The reduced saves for Epic monsters, sure. But not the health they lost after their max HP was reduced.
Level draining is still good in heroics.
 

Terranigma

Well-known member
Level drains in DDO are pointless when mobs can self-restore the damage almost instantly.
Steelstar mentioned he adjusted the secondary Vampire Bite effects so that the level draining happens before Ascendant Bite's death effect, which would cause a target to have anywhere from -2 to -14 saves against the death effect. For a fortitude save death effect, that is noteworthy.
 

Smokewolf

An Excited Member
Steelstar mentioned he adjusted the secondary Vampire Bite effects so that the level draining happens before Ascendant Bite's death effect, which would cause a target to have anywhere from -2 to -14 saves against the death effect. For a fortitude save death effect, that is noteworthy.
If it's not viable into Epics then what's really the point?

For the record, unless you are soloing, your not likely to have chance to use the bite within an Epic group. Much less a Reaper group due to how mobs are being killed.
 
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