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### The Bloodborne Enter a world where monsters born of dangerous blood pose a constant threat to the people. A woman cloaked in articles of black sulks among the darkness, stalking her monstrous prey with saw cleaver in hand. A man strikes down with his Kirkhammer, delivering the final blow to a ferocious beast. These Bloodborne are not experienced wildmen foraging in dense forests, but instead masters of quick and decisive battle against creatures of monstrous origin. With their essence empowered by the art of Blood Ministration, the Bloodborne can match creatures of the Waking World and Nightmare Realms in cruel dances to the death. #### Paleblood Transfusion Starting at 3rd level, you have undergone and survived the grueling experience of Blood Ministration without succumbing. The monstrous qualities you've gained from the ritual grants you the following features: ##### Uncanny Ichor Like blood leads to like blood. You have advantage on Wisdom (Survival) checks to track Humanoids, Monstrosities, and Aberrations, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only receive this benefit for one type of creature at a time. ##### Monstrous Physique To hunt a creature of twisted blood, you have become like one. As a reaction you may use one of the following abilities. ***Swift Strafe:*** As a reaction, when an attack is rolled against you, add +5 to your AC after the die is rolled, but before the Dungeon Master determines the outcome of the roll. If the attack misses, you must move to a space you choose within 5 feet of your original position if there isn’t a creature there. If you are surrounded by creatures or are blocked from being able to move to an adjacent space (such as through being surrounded by impassable walls or having your speed reduced to 0) you cannot use this ability. ***Vicious Pursuit:*** When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. You can use these features up to a number of times equal to your Constitution modifier (minimum of 1). Uses of these features refresh on a short or long rest. #### Trick Weapons Starting at 3rd level, monsters of the tainted blood are cunning things, so you've invented variable weapons that can deal with variable creatures. You gain proficiency in Tinker's Tools. With Tinker's Tools, you can use 50 gold of materials over a 6-hour span to craft a Trick Weapon. A Trick Weapon acts as a unique weapon that you have proficiency with that has two forms that you can switch between with a bonus action. If you take the Attack action before or after you take this bonus action, you can make an attack with your Trick Weapon before it changes form. Each form of the weapon may have one of the following combinations of properties and damage dice when you create it (unless specified, damage dice for the weapon can be any physical damage type of your choosing): * *Reach, Two-Handed, Heavy, 1d10* * *Ammunition (range 30/120), loading, 1d6 piercing* * *Ammunition (range 30/120), 1d4 piercing* * *Heavy, two-handed, 2d6 or 1d12* * *Finesse, 1d8* * *Finesse, Light, 1d6* * *Versatile (1d10), 1d8* * *Silvered, 1d8* Additionally, with 30 gold in mterials and a 2-hour span you can combine two weapons into a Trick Weapon. If one of the weapons is a shortbow or a longbow, you cannot use the special bonus action attack provided by this feature if the bow is the current form of the Trick Weapon. Magical weapons that are combined together to create a Trick Weapon function independently of each other, functioning as normal. For example, if you combine two +1/+1 melee weapons, you do not add the bonuses together, and if both of them require attunement, their combination into a Trick Weapon does not remove the need for you to attune to the two weapons seperately. #### Adaptable Ichor At 7th level, the Paleblood gives odd urges, and you find yourself spending nights without sleep creating totems from your own solidified blood. At the end of a long rest, you can use your cursed ichor to craft a Basic Bloodborne Tool. Because the tools are made of your blood, they become inert if another creature attempts to use them. If at the end of a long rest you make a different Bloodborne Tool, the previous one becomes inert as only so much of the Paleblood essence flowing within you can be used to power such effects. Some of your Bloodborne Tools require affected creatures to make saving throws. The DC is: 8 + Intelligence Modifier + Proficiency Bonus If your DM allows, you can invent Basic Bloodborne Tools, and later Advanced Bloodborne Tools. Invented Bloodborne Tools should be equivalent in game balance to those provided here. ***Accursed Brew:*** As an action, you throw a concoction made of your putrid blood. The concoction has a range of 60 feet and explodes with a 10-foot radius. A creature caught in the explosion must make a Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a successful save. You cannot use this tool again until you take a short rest. ***Beast Roar:*** As an action, you use an effigy of hair and nails to seismically amplify your voice. Every creature within a 10-foot radius of you must make a Constitution saving throw. On a failure, that creature is pushed back 10 feet directly away from you and falls prone. On a success a creature only moves 5 feet and does not fall prone. You cannot use this tool again until you take a short rest. \pagebreak ***Blacksky Eye:*** As an action, you use an effigy of a dark pupil eyeball to summon a small but brutally fast meteorite to hurl at a target. A target within 120 feet of you must make a Dexterity saving throw. On a failed save the target takes 8d8 force damage. You cannot use this tool again until you take a short rest. ***Old Hunter Bone:*** As a bonus action, you can use a bone effigy to push your speed to its limit, almost becoming invisible as you move. For one minute, when you activate this effigy, and then as a bonus action on each of your turns until the effect ends, you can take the Dash or Disengage action. After the duration ends, you cannot use this tool again until you take a short rest. ***Choir Bell:*** As an action, you can use a coagulated blood-bell to relieve your allies. Every creature you choose in a 15-foot radius can choose to either be healed for 3d8 hit points or cure one of the following conditions: paralyzed, blinded, deafened, poisoned, charmed. Once you use this tool three times, you cannot use it again until you take a long rest. ***Messenger’s Gift:*** As an action, you use an effigy of bloody ribbons to transform into an inanimate object. This effigy simulates the effects of the Disguise Self spell, with a few differences. Firstly, the form you take must be that of an object. Secondly, the image of the object over your person is stationary, meaning that if you move, a completely stationary object would appear to an observer to be floating through space. Thirdly, the object forms you take must be equivalent to your size. You cannot use this tool again until you take a short rest. #### Superior Physique At 10th level you've trained hard enough to realize some of the highest potential of your supernatural physique. You gain proficiency in Dexterity saving throws (if you already have proficiency in Dexterity saves, you can choose to gain proficiency in another save of your choice) , and gain two new uses of Monstrous Physique: ***Visceral Strike:*** As a reaction, if a creature misses you with an attack, you may make an unarmed attack against the creature with disadvantage. If the attack hits, the creature takes 1d10 + your Strength or Dexterity modifier (your choice) + your fighter level in piercing damage. This attack is considered magical for overcoming resistance or immunity to non-magical piercing damage. ***Uncanny Dodge:*** As a reaction, when an attacker that you can see hits you with an attack, you can halve the attack’s damage against you. #### Essence Weapons At 15th level you've mastered the delicate craft of Trick Weapon invention, and now have access to additional traits that are paired with your cursed blood. * *Flaming Ichor (Additional 1d8 fire damage), 1d8* * *Electrified Ichor (Additional 1d8 lightning damage), 1d8* * *Flaming Ichor (Additional 1d6 fire damage), Finesse, 1d6* * *Electrified Ichor (Additional 1d6 lightning damage), Finesse, 1d6* #### Exalted Plasma At 15th level you gain deep insight into the eldritch nature of your cursed blood. You can now craft Advanced Bloodborne Tools, and can have both a Basic Hunter Tool and an Advanced Bloodborne Tool at a time. ***Tiny Tonitrus:*** As an action, you cause a line of electrical discharge to erupt from a blood effigy twisted in the shape of a small mace. The discharge is 5 feet wide and extends in a 30-foot line. Each creature caught in the discharge must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save and becoming paralyzed until the end of your next turn. You cannot use this tool again until you take a short rest. ***Madara’s Whistle:*** As an action, you can blow on a whistle effigy to summon a phantasm of blood in the shape of a massive serpent. The serpent appears from a point of your choosing within 60 feet and strikes in a 10-foot line upward that is 5 feet thick. Each creature caught in the snake’s path must make a Dexterity saving throw, taking 3d8 piercing damage and 3d8 poison damage and being knocked prone on a failure, and taking half as much damage and not being knocked prone on a success. You cannot use this Hunter Tool again until you take a short rest. ***Empty Phantasm Shell:*** As a bonus action, you rub the oozing remnants of a shell effigy onto one weapon of your choice. For 1 minute, this weapon deals an additional 1d10 force damage. You cannot use this tool again until you take a short rest. ***Augur of Ebrietas:*** As an action you can use the power of a Paleblood slug effigy to summon the lashing tentacle of an otherworldly creature. A creature of your choice must make a Dexterity saving throw. If they fail the save, the target takes 10d6 bludgeoning damage and must make a Strength saving throw. If the target fails, it is knocked 10 feet directly away from you and falls prone. If the target succeeds, the target is knocked back 5 feet and does not fall prone. If the target is knocked unconscious or killed by the blow, it flies 30 feet directly away from you, becoming a deadly projectile to anything standing in the bodies way. If there is a target within the trajectory of the body, the target must make a Dexterity saving throw or take 5d6 bludgeoning damage. You cannot use this tool again until you take a short rest. ***Executioner’s Gloves:*** As an action, you summon nightmarish blood wraiths that fly and explode with arcane power from red and white gloves. Each creature of your choice within a 15 foot cone extending from you must make a Charisma saving throw, taking 4d8 necrotic damage and becoming frightened of you on a failure, and taking half as much damage and not becoming frightened on a success. A creature frightened by this tool may continue to make the save at the end of each of its turns until the effect fades after one minute. ***A Call Beyond:*** As an action the power of a Paleblood slug effigy rips a tear into a non-Euclidean world beyond. A target of your choosing within 60 feet must make a Dexterity saving throw, suffering 10d12 force damage on a failure and half as much on a success. Once you use this tool you cannot use it again until you take a long rest. #### Master of the Paleblood At 18th level you develop a mastery over the flow of running blood in battle, allowing you to reap the life force of your foes to supplement your own. Once on your turn, if you deal damage to a creature with blood within 30 feet of you, you may gain half your fighter level (rounded down) in temporary hit points.