Dhampir and Other Species To Be Included in Astarion's Book of Hungers

The digital DLC is currently only available via an Ultimate Bundle costing $160.
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The dhampir will be among several playable species included in the digital exclusive Astarion's Book of Hungers, which is currently only available as part of a $159.99 "Ultimate Bundle." Announced today during a panel on the upcoming Forgotten Realms content at Gen Con, the dhampir will make its return in the upcoming "digital DLC" for the Forgotten Realms books. An Ultimate Bundle was also put up for pre-order on D&D Beyond, which includes 8 species. Assumably, the dhampir and seven other species will appear in Astarion's Book of Hungers and perhaps split with one other unnamed DLC that's also included in the bundle. A third DLC, Netheril's Fall, is an adventure of unspecified length.

The fact that the dhampir and other species content will be included as "digital DLC" is interesting for several reasons. D&D previously made three species - the grung, locathah, and tortle - available exclusively as digital content. However, all three were released to benefit charity, with the tortle eventually making its way into Mordenkainen Presents: Monsters of the Multiverse. So, while this wouldn't be the first time that D&D made player-facing content exclusive digitally, the intent (charity versus "Digital DLC") is certainly different. Additionally, it's unclear whether these digital DLCs will be available to purchase separately or if they'll only be available via the Ultimate Bundle, which includes physical and digital copies of the Forgotten Realms books, plus the three DLC packets.

 

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Christian Hoffer

Christian Hoffer

So, what do you guys think about the Dhampir changes?
The BG3 version is fiddlier in the way that video games can get away with because the computer is handling all the small modifiers automatically. Them not counting as an Undead is less flavorful, but this way is more lore accurate and honestly it would be more of a penalty than an advantage. Losing the bonus skill proficiencies is a balance thing I'm okay with, and Necrotic Resistance is better than not having to breathe.

Vampiric Bite is not particularly strong, the same as every natural weapon in 5e. It's honestly more of a ribbon than something you can build around, and rather than biting foes I half expect it to be more useful for an ally to donate some blood to boost a key Skill check. While part of me wishes it were more cool, this way is probably more balanced and on-theme for the general game. Do we really want "I bite the Iron Golem with my fangs!" to be standard?

So overall... could be worse, maybe could be better but I don't see an obvious missed turn.
 

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So, what do you guys think about the Dhampir changes?

Unearthed Arcana:
  • Two types: Humanoid and Undead (I thought they would keep it, since they can now be healed with spells and healing potions).
  • Vampiric Bite is a natural weapon, counting as a simple melee weapon, attack with CON, deals 1d4 Piercing + CON damage, and attacks with Advantage if the Dhampir is bloodied. The empowerment is: regain HP or a bonus to the next D20 test.

Van Richten's Guide to Ravenloft:
  • Ancestral Legacy allows keeping skill proficiencies, special speed (climbing/flying/swimming), or two proficiency skills.
  • Don't need to breathe (practically useless, besides not making sense since they aren't undead).
  • Vampiric Bite is the same as in Unearthed Arcana.

Astarion's Book of Hungers:
  • Include Resistance to Necrotic damage.
  • Vampiric Bite is an alternative to Unarmed Strike (uses STR), dealing 2d4 + CON Piercing damage. The empowerment is: regain HP or a bonus to the next D20 test (expires in 1 min).
I was absolutely sure they would be undead type. I am also surprised they removed the not breathing perk. Necrotic resistance is nice, but it's one of the easier resistance to get. (necromancer, undeath warlock and shadow sorcerer all get it at some point). I'm surprised they got rid of the bloodied advantage, but I rarely saw it used.

What is interesting is that making the bite an unarmed strike does open some interesting options (like the grappler feat) but closes others (monk unarmed strike die increase doesn't apply as its not a simple weapon anymore). You can still use Monk or dance bard to make the bite dexterity, but their isn't any way to raise the dice.

I don't know if dhampir needed a nerf, but I can understand why ancestral legacy got the boot. I still want to play one eventually.
 

I was absolutely sure they would be undead type.
I am also surprised they removed the not breathing perk.
I'm surprised they got rid of the bloodied advantage, but I rarely saw it used.
Dhampir don't be Undead makes me wonder if they'll let the Warforged be a Construct.
They removed the not breath trait from all undead in the Monster Manual, so it made sense to remove it from the Dhampir.
I think the bloodied advantage is an attempt to show that a hungry Dhampir is more dangerous.
 

Dhampir don't be Undead makes me wonder if they'll let the Warforged be a Construct.
They removed the not breath trait from all undead in the Monster Manual, so it made sense to remove it from the Dhampir.
I think the bloodied advantage is an attempt to show that a hungry Dhampir is more dangerous.
Before the book was delayed, they did a preview of the Eberron species and confirmed warforged was a construct and Kalshatar an aberration. (Changeling was already turned to a fey in MotM).

 

Vampiric Bite is not particularly strong, the same as every natural weapon in 5e. It's honestly more of a ribbon than something you can build around, and rather than biting foes I half expect it to be more useful for an ally to donate some blood to boost a key Skill check. While part of me wishes it were more cool, this way is probably more balanced and on-theme for the general game. Do we really want "I bite the Iron Golem with my fangs!" to be standard?

So overall... could be worse, maybe could be better but I don't see an obvious missed turn.
I've been researching how Vampire Bite appears in other books, and I've thought of some possible changes.

First, I think the Proficiency Bonus should be used, because it makes a more powerful vampire deal even more damage. Perhaps dealing 1d4 or 1d6 damage for each PB would make sense, or the damage increasing according to the character's level, as happens with Dragonborn's Breath Weapon.

Many books reduce the enemy's HP max, or have the vampire gain Temporary Hit Points instead of the normal amount, but I think that complicates the rules too much.

I would like Vampire Bite to be a Bonus Action, so a character could attack normally and use it as an extra, since it's not a particularly strong attack.

Or that it gives a huge temporary buff when the Dhampir reduces a creature to 0 HP, killing it.

I recently created a race of vampires (my Legacy of Kain adaptation) that could spend and roll a Hit Dice + CON to increase the bite's damage (and the HP recovered), but I later decided against using it in my campaign.
 

I think there's a sensible thematic reason for Dhampir not being Undead. One of the defining characteristics of dhampirs in fiction is that they share many vampiric traits and benefits (albeit generally weaker), but few (if any) of the downsides. The mortal part of the dhampir is supposed to be what protects them from the horrors of their undead/vampiric part.

Attaching the Undead creature type to the updated Dhampir has the benefit of protecting them from spells and effects that target Humanoids, but renders them vulnerable to a whole swathe of effects that specifically target Undead.

It serves to protect them from their mortal side while rendering them more vulnerable to their undead side, even if those vulnerabilities may not technically include the standard vampire-specific stuff (sunlight, running water, etc.).

In other words, it creates a thematic dissonance - it feels backwards.
 
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Baldur's Gate 3 (for comparison)
Vampiric Bite costs a Bonus Action, deals 2d4 Piercing damage + STR or DEX (finesse property) + 2d4 Necrotic damage, and the enemy's max HP is reduced by 8 per 4 rounds. Also, the vampire gains +1 on D20 Tests until a Long Rest, and the enemy gains -1 on D20 Tests until a Long Rest (or by spells). Can be used once per Short Rest.
Astarion is not a dhampir, he is a vampire spawn, so there is no reason he should be mechanically the same. He has sunlight vulnerability, only temporary suppressed by the tadpole, and he was vulnerable to running water in the play test.

A dhampir is what you would get if Astarion and a living PC had a baby.


Oh, and main reason for including dhampirs in RPGs is for players who want to make Blade expys. And Blade ain't undead. So expecting the RPG version to be undead was always a non-starter.
 
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