Ok so having mulled and played with dhampir, I have more detailed feedback.
Overall, the current version feels like a Cha/caster race that had str/melee shoehorned in. It lacks the +dmg/DS/hit/sneak/imbue that every other melee/ranged race gets, has no active attacks (chains, raging crush, wide sweep, scratch). If you want to lean into the physical prowess (vs magical which is supposed to be the iconic) of the vampire it needs to feel like it supports that. I think added some of these stats would do well for making the race embody the physical power of vampires (+1 dmg x3-4 tiers, maybe an evil imbue, etc).
I also feel that the entirety of the race is locked behind spending racial AP, which doesnt feel great (base race is just +2 str and water breathing).
I think the cower need to be short (6m?) range instead of touch (BUG: currently has no range limitation). The animation is slow. The cc duration is too short to be worth using instead of an active attack. I can't think of any situation where a caster or ranged wants to run up to a pack to cc one of them for 6s while getting hit by the other mobs. Making it have a short range would allow a melee to use it as they run up to the packs. Another option would be to keep it touch range but make it aoe.
Bite has several issues. Many have adressed the healing side of it, offering good options to fix this so i'll focus on the other side of it: the damage and utility. This is not an active attack, meaning we get no sneak dmg, imbue, etc and it cant crit. For every decently built melee, bite will be worse damage (with a slower animation) than an attack. So, what cc does it give? the negative level is decent, but its generally better to just attack and kills things. The instakill is interesting, but losing 2 melee attacks to instakill (one to cower one to bite) is an odd choice. If you truly want to support the iconic = caster, base race = more physical focus it needs to be an active attack. I also think the charge system should be done away with for bite, and replaced with a longer CD (20-30s) active attack.
The vampire shroud/undead aspect of the race is great, but I have two issues. First, the race needs more negative amp. adding another 20 in t3+4 would put it on par with most other races with positive hamp, which is alreayd going to be higher than negamp (PL+ items support it better). Second, I think the shroud should be the first core. locking it behind 6-7 points is going to hurt lower life toons.
Lastly, the SLA's. Dominate and charm spells are ripe for griefing (intentional or not) with modern quest design. levers, doors, barriers that require killing of enemies means that you need to spend the time to dismiss the charm once the other monsters are dead to progress. These SLA arent inheritly bad, but the design directions SSG has taken quests the past 5-7 years is antithical to having these spells in game. They need to be replaced by somthing that won't hinder group play (confusion, paralyze) or replaced entirely. my personal preference is to leave these SLA for the caster iconic and replace them with more things that play into the physical prowess of dhampirs.
Rush of bats is clunky, like every other targetted charge. Make it not require a target.