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Aasimar
Dhampir
Dragonborn
Drow Elf
Duergar
Dwarf
Eladrin
Arcane Archer
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
Shifter
Tabaxi
Tiefling
Warforged
Wood Elf
Dhampir
Racial Enhancement Tree

Dhampir

Draining Bite 0/1
Draining Bite
Ranks: 1 Cost: 1 AP Requires: 1 AP
Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
Skills 0/3
Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Hide, Move Silently, and Jump
Drink In 0/1
Drink In
Ranks: 1 Cost: 1 AP Requires: 1 AP
Choose between Drinking in Life or Death
Tenuous Relationship With Death 0/3
Tenuous Relationship With Death
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your range of unconsciousness extends by 5 Hit Points.
Innate Protection 0/3
Innate Protection
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Saves vs. Spells
Lifeblood 0/3
Lifeblood
Ranks: 3 Cost: 1 AP Requires: 5 AP
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1 to all Ability Scores for 60 seconds.
Dominate Animal 0/1
Dominate Animal
Ranks: 1 Cost: 1 AP Requires: 5 AP
Spell-Like Ability: Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
Embrace Death 0/1
Embrace Death
Ranks: 1 Cost: 1 AP Requires: 5 AP
Toggle: While Embrace Death is active, you gain 100% critical hit resistance 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 (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
Rush of Bats 0/3
Rush of Bats
Ranks: 3 Cost: 1 AP Requires: 5 AP
Turn into a swarm of bats and rush to target foe's position.
Cloak of Undeath 0/3
Cloak of Undeath
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 Magical Resistance Rating
Fearsome Countenance 0/1
Fearsome Countenance
Ranks: 1 Cost: 1 AP Requires: 10 AP
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.
Stunning Visage 0/3
Stunning Visage
Ranks: 3 Cost: 1 AP Requires: 10 AP
+2 to Stun DCs
Deathly Bite 0/1
Deathly Bite
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Harrying Swarm
Ranks: 1 Cost: 1 AP Requires: 10 AP
Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds. Additionally, when you finish Rush of Bats, you gain 5% Incorporeality and +2 Stunning DCs for 6 seconds.
Improved Dodge 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% Dodge when wearing Light or no Armor
Ascendant Bite 0/1
Ascendant Bite
Ranks: 1 Cost: 1 AP Requires: 15 AP
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/INT/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
Vampiric Persuasion 0/3
Vampiric Persuasion
Ranks: 3 Cost: 1 AP Requires: 15 AP
+1 Enchantment DC
Dominate Person 0/1
Dominate Person
Ranks: 1 Cost: 1 AP Requires: 15 AP
Spell-Like Ability: Dominates one target humanoid, causing it to change sides. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
Biting Swarm 0/1
Biting Swarm
Ranks: 1 Cost: 1 AP Requires: 15 AP
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.
Core Enhancements
Dark Origins 0/1
Dark Origins
Ranks: 1 Cost: 1 AP
+1 to Attack while performing Sneak Attacks.
Dhampir Ability 0/1
Dhampir Ability
Ranks: 1 Cost: 2 AP
Choose between Strength, Constitution, or Charisma
Dark Present 0/1
Dark Present
Ranks: 1 Cost: 1 AP
+2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
Dhampir Ability 0/1
Dhampir Ability
Ranks: 1 Cost: 2 AP
Choose between Strength, Constitution, or Charisma
Dark Future 0/1
Dark Future
Ranks: 1 Cost: 1 AP
+3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
Core Enhancements
Enhancement Description
Dark Origins Dark Origins
+1 to Attack while performing Sneak Attacks.
AP Cost
1
Ranks
1
Progression
0
Dhampir Ability Dhampir Ability
Choose between Strength, Constitution, or Charisma
Dhampir Strength+1 Strength
Dhampir Constitution+1 Constitution
Dhampir Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
0
Prereqs
Dark Origins
Dark Present Dark Present
+2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
AP Cost
1
Ranks
1
Progression
0
Prereqs
Dhampir Ability
Dhampir Ability Dhampir Ability
Choose between Strength, Constitution, or Charisma
Dhampir Strength+1 Strength
Dhampir Constitution+1 Constitution
Dhampir Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
0
Prereqs
Dark Present
Dark Future Dark Future
+3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
AP Cost
1
Ranks
1
Progression
0
Prereqs
Dhampir Ability
Tier 1
Enhancement Description
Draining Bite Draining Bite
Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
AP Cost
1
Ranks
1
Progression
1
Skills Skills
Rank 1
+1 to Hide, Move Silently, and Jump
Rank 2
+2 to Hide, Move Silently, and Jump
Rank 3
+3 to Hide, Move Silently, and Jump
AP Cost
1
Ranks
3
Progression
1
Drink In Drink In
Choose between Drinking in Life or Death
Drink in Life+20 Positive Healing Amplification
Drink in Death+20 Negative Healing Amplification
AP Cost
1
Ranks
1
Progression
1
Tenuous Relationship With Death Tenuous Relationship With Death
Rank 1
Your range of unconsciousness extends by 5 Hit Points.
Rank 2
Your range of unconsciousness extends by 10 Hit Points.
Rank 3
Your range of unconsciousness extends by 20 Hit Points. You automatically stabilize when Unconscious.
AP Cost
1
Ranks
3
Progression
1
Innate Protection Innate Protection
Rank 1
+1 to Saves vs. Spells
Rank 2
+2 to Saves vs. Spells
Rank 3
+3 to Saves vs. Spells
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Lifeblood Lifeblood
Rank 1
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1 to all Ability Scores for 60 seconds.
Rank 2
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +2 to all Ability Scores for 60 seconds.
Rank 3
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +3 to all Ability Scores for 60 seconds.
AP Cost
1
Ranks
3
Progression
5
Dominate Animal Dominate Animal
Spell-Like Ability: Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
AP Cost
1
Ranks
1
Progression
5
Embrace Death Embrace Death
Toggle: While Embrace Death is active, you gain 100% critical hit resistance 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 (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
AP Cost
1
Ranks
1
Progression
5
Rush of Bats Rush of Bats
Rank 1
Turn into a swarm of bats and rush to target foe's position.
Rank 2
Turn into a swarm of bats and rush to target foe's position.
Rank 3
Turn into a swarm of bats and rush to target foe's position.
AP Cost
1
Ranks
3
Progression
5
Cloak of Undeath Cloak of Undeath
Rank 1
+2 Magical Resistance Rating
Rank 2
+4 Magical Resistance Rating
Rank 3
+6 Magical Resistance Rating. +6 Magical Resistance Rating Cap.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Fearsome Countenance Fearsome Countenance
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.
AP Cost
1
Ranks
1
Progression
10
Stunning Visage Stunning Visage
Rank 1
+2 to Stun DCs
Rank 2
+3 to Stun DCs
Rank 3
+4 to Stun DCs
AP Cost
1
Ranks
3
Progression
10
Deathly Bite 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.
AP Cost
1
Ranks
1
Progression
10
Harrying Swarm Harrying Swarm
Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds. Additionally, when you finish Rush of Bats, you gain 5% Incorporeality and +2 Stunning DCs for 6 seconds.
AP Cost
1
Ranks
1
Progression
10
Improved Dodge Improved Dodge
Rank 1
+1% Dodge when wearing Light or no Armor
Rank 2
+2% Dodge when wearing Light or no Armor
Rank 3
+3% Dodge when wearing Light or no Armor
AP Cost
1
Ranks
3
Progression
10
Tier 4
Enhancement Description
Ascendant Bite 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/INT/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
AP Cost
1
Ranks
1
Progression
15
Vampiric Persuasion Vampiric Persuasion
Rank 1
+1 Enchantment DC
Rank 2
+2 Enchantment DCs
Rank 3
+3 Enchantment DCs
AP Cost
1
Ranks
3
Progression
15
Dominate Person Dominate Person
Spell-Like Ability: Dominates one target humanoid, causing it to change sides. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
AP Cost
1
Ranks
1
Progression
15
Biting Swarm 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.
AP Cost
1
Ranks
1
Progression
15