The Dead Wars
Dhampir are the half-living children of vampires, birthed by human females. In the City of Sumara, dhampir are created purposefully using elaborate necromantic rituals. These creatures serve the Noble Houses as elite servants. They function as dignitaries, spies, generals, and any other role that calls for the power, social grace, and magical aptitude these half-undead creatures possess.
Your dhampir character has traits derived from an undead ancestry.
Ability Score Increase. Your Charisma and Dexterity scores both increases by 1. In addition, add 1 more ability score point to one of the following: Charisma, Dexterity, Intelligence, Strength, or Wisdom.
Age. Dhampir reach physical maturity slightly before humans and will die naturally after three or four full human lifespans.
Alignment. Dhampir inherit a tendency toward evil from their vampire heritage, a trait not discouraged by the treatment they receive from polite society. The dhampir of Kraswul tend to no particular alignments.
Size. Dhampir range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Although you do not have a climbing speed, you do not have to spend extra feet of movement for climbing distances. You are also exceptional at jumping; triple the heights and distances you cover, after making any appropriate Strength (Athletics) checks.
Darkvision. Thanks to your undead heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Manipulative. You gain proficiency in the Deception and Insight skills.
Undead Ancestry. You have advantage on saving throws against disease and mind-affecting effects, and you have resistance to necrotic damage. At the Dungeon Master’s discretion, you are also resistant to or immune to certain draining attacks from undead.
Darksider Sense. You can cast the detect evil or good spell three times per day. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and one extra language of your choice.