Dhampirs

The Curse of Vampirism has always been a problem ever since the ancient times back when the race of Garufa walked the world of Dephiron. Those inflicted with the curse of Vampirism often are stuck between the two worlds of living normally as their original race or living as a vampire. Their tiese to the undead grant dhampirs a taste of a vampire's deathless prowess allowing them to have increased speed, darkvision, and aging similar to vampires. Dhampirs often fight with themselves riding the fine line between human and monster. Many Dhampirs will often become slayers to seek the end of the cures of Vampirism and to research its original cause. Some Dhampirs lose their way giving into their thirst for blood and will lose control often attacking anybody around them. Those that overindulge risk becoming a bigger threat and becoming a full vampire.

''Player's Mechanic: Vampirism: After combat (or during combat if using the Vampiric bite attack) the person under this curse must make a Wisdom saving throw (Will Save). If successful the character does not give in to their vampiric urges (most likely will not drink the blood of their dead victim or just enough to sustain). If a failure on the save the character will go "feral" and will attack the nearest person or creature and will have to make wisdom saves at the end of each turn to end this "feral rage." (This only happens when the blood of a humanoid creature is present).''