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# Bloodborne Feats and Runes This package will contain information and loot tables regarding the use of bloodborne feats and the respective use of runes.
Part 1 | Feats to begin
## Feats: ### Trick Weapon Mastery Gain proficiency in tinkers tools and smiths tools if you do not have it. You can produce trick weapons from two weapons, or a weapon and special materials. Smiths and Tinkers check required to make each weapon, DC of DM’s choosing. While wielding a trick weapon: * You can use a free action to switch your weapon, instead of a bonus action. * You may use shields or offhand weapons as long as both weapons in your trick weapon do not have the two handed property. * While you wield a trick weapon that has one weapon with the versatile property, and the second with the two handed property, a shield may not be used but the versatile property can * During an attack with a switch weapon, you may do a trick attack, attacking with both aspects of the switch weapon. This can only be done once every two turns in combat. * Your two chosen trick weapons can be wielded at once, as long as they are both one handed. Ignoring the lack of light property, while wielding both weapons in both hands, make an attack with the second weapon as a bonus action, to use this feature, your trick weapon must detach into two seperate weapons * Addendum: Battlemasters may use a superiority dice to do a trick attack circumventing the turn limit, but they still may only do one trick attack per round. ### Rally Prerequisite: Trick Weapon Mastery Feat When you take damage from an enemy you can on you turn as a part of your attack action choose to regain hit points equal to half the damage taken. If you take AoE or damage from multiple sources, you can not regain hp. ### Runes Gain proficiency in the hunters rune workshop tool, this does not give you the tool. Runes: A new hunter may choose runes to imbue themselves with their strength, if they can find them. Alternatively, this may be grouped with any other feat. Covenants: A warforged, or races of DM choosing, may also apply a covenant rune Lunacy: The use of runes invokes lunacy, DM determines if it's optional but it is usually integral to the use of runes. ## Your Brain and You: Here shall be listed the runes and effects of each rune capable of being found. Later you will read on the use of gems and shards. ### Runes Subrace effectiveness applies to all subraces, but warforged are the only ones covered within the package. Covenant runes, in this case only, are badges given by the Genasi masters according to who created the warforged, however, anyone can get their hands on the rune tool and add runes to their minds, DM also determines where they can be found. Runes may have a level, which means that the effectiveness of the rune increases by 1 increment of the rune. #### Covenant Runes Covenant Runes: *Fire:* fire resistance and ability to choose fire damage type with juggernaut iron fists *Water:* cold resistance, due to warforged lack of need for air, a warforged in this covenant gains swimming speed equal to their movement *Air:* resistance to thunder damage, a skirmisher can spend a bonus action to double their speed *Earth:* iron fists damage gains a +1 to damage rolls, skirmishers gain burrowing speed equal to half their movement ### A list of runes *Subrace effectiveness:* Warforged subraces: +1 to damage rolls or attack rolls for iron fists (choose one, level 3 makes the attack magical for the purposes of overcoming resistance), +5 move speed (skirmisher), +1 language, skill, or tool (envoy) *Stealth rune:* this rune grants prof in stealth, if prof already had add half prof, 2nd level provides advantage instead, 3rd level does both but with double prof instead *Health/clockwise metamorphosis:* gain 1 hp for every level you have, higher level adds health by 1 increment (lvl 2 is +2 * level player, 3 is +3 * player level) *Stamina/anti clockwise:* increase to move speed equal to 5ft per level (rarer runes) *Combat:* When you fight two or more opponents in melee range, AC is increases by 1 *Runes of resistance:* 1/4 resistance to damage type on the rune, higher levels go to 1/2 resistance, does not stack with covenant resistance, a DM may choose the type. *Action rune:* When equipped, you can make 1 extra bonus action or reaction, you can use this feature once and must finish a long rest before doing so again. 2nd level grants regain on short rest. *Eye rune:* Passive perc and investigation increased by an increment that is your proficiency bonus multiplied by level of the rune *Initiative:* Gain +1 initiative per increment \pagebreak ## Loot Tables for Runes ### Runes: |Roll 1d100 | Rune Found| |---|---| |1-10, and 91-100|None |11-16, 6% chance| Anti clockwise level 1 |17-20, 4% chance | Lvl 2 |21-22, 2% chance |Lvl 3 |23-28, 6% |Clockwise level 1 |29-32, 4% |Lvl 2 |33-34, 2% |Lvl 3 |35-40, 6% |Subrace effectiveness 1 |41-44, 4%|Lvl 2 |45-46, 2%|Lvl 3 |47-52, 6%|Stealth 1 |53-56, 4%|Lvl 2 |57-58, 2%|Lvl 3 |59-60, 2%|Combat 1 |61-62, 2%|Combat 2 |63-64, 2%|Action 1 |65-66, 2%|Action 2 |67-68, 2%|Eye 1 |69-70, 2% |Eye 2 |71-74, 4% |Initiative 1 |75-76, 2% |Lvl 2 |78-79, 2% |Lvl 3 |80-90, 10% chance |Resistance (see resistance table) ### Resistance table: |Roll 1d20 | Resistance |---|---| |1|Acid |2|Bludgeoning |3|Cold |4-5|Fire |6|Force |7|Lightning |8|Necrotic |9|Piercing |10|Poison |11-12|Psychic |13|Radiant |14|Slashing |15 |Thunder |16-20, roll d15 or reroll for type|Resistance 2 \columnbreak ### Runes extended The DM may consider adding the chance of getting lower level runes to higher level runes. This way, at higher player levels, more effective runes may be found. A maximum of 3 runes and 1 covenant rune may be equipped at once. The use of runes affects your sanity, detailed in the following: ### Lunacy The usage of runes enacts a heavy toll upon the mind of their user, upon enscribing the rune into their mind, they must make a sanity check. Each failure reduces your sanity score by 1, should you be reduced to 0 you will become a mindless feral abomination. You sanity score is rolled when you take the feat. Roll 3(or 4)d6 minus the highest roll, this number will be your sanity score for your character. The only way to restore sanity points is to remove runes from the mind and give yourself time to recover, recovering 1d4+1 sanity score for each week without a moonshadow rune. This score cannot go above your initial rolled score. ***Sanity Checks.*** When the rune is enscribed the player rolls a d20, on a 1 or 20 the player loses a point of sanity, and they have to roll on a madness table. Low rolls force a roll on the indefinite madness table, and high rolls force a roll on the long-term madness table. When removing a rune from one's mind they make the roll again, but this time if they hit within the lunacy threshold they roll on the short-term madness table. But still lose a point of sanity. The more powerful a rune is, the larger the lunacy threshold is. Increasing from 1-2 and 19-20, to 1-3 and 18-20 (levels 1-3, there is no 4th level). ***Sanity Stat.*** The sanity roll looks at the numbers of the die not including any negatives due to sanity being low, in this way sanity is not looked at like another stat, but as a meter describing sanity. Similar to hp but this stat does not increase due to ASI’s or items. ***Sanity Stat Status Effects. (optional)*** When your sanity is at the described level, something will happen **1-4 , or 7 below sanity level:** You hear voices, sometimes telling you to kill or maim DM asks for a sanity roll (just a d20) and it has no dc, but on a 1-3 or 18-20 short term madness. The voices occur as frequently as the dm chooses. When affected the DM must wait 1 hour before affecting the player again in this way. **5-9, or 4 below sanity level:** You see hallucinations of enemies and friends, DM’s choosing, but the player can choose what to do. A sanity check of dc 13 shows them to be illusions. Can be repeated every 10 minutes. **10-12, or 2 below sanity level:** Mostly sane, but you will occasionally hear far off voices singing in off-key tones, deeply unsettling: make a sanity save dc 10 or suffer short term madness. The player can be forced to save again after a minimum of 1 hour. All stat status effects only active with runes equipped. The DM may ask for these rolls at any time the effect is active. Additionally, these effects may be used all at once, individually, or any combination.
Part 2 | Runes and You
\pagebreak ## Shards and Gems ### Blood Gems ###### ***(variant ruling, does not need to be incorporated)*** Blood Gems: Certain blood gems may be found anywhere the DM chooses, typically the corpses of enemies yet they are also a very rare to drop. Blood gems may be added to trick weapons when you posses the trick weapon mastery feat and the blood gem workshop tool. When you obtain a gem, roll on the gems found table unless the DM chooses the gem, then, roll on the gem level table unless the DM chooses the level. **Level:** The blood gems level indicates how powerful the gem is, a level two is twice as strong as a level one, level three is three times as strong as level one. All the following gem types are indicated starting at level 1. ***Tempering/Creature:*** The gem of an associated type deals +1 extra damage with its associated damage type, enemy gems are the same but only work against an enemy type (beasts, devils) ***Elemental:*** Changes the damage type that the weapon deals, +1 damage of associated type. ***Elemental odd:*** Adds that damage type in the form of 1d4, 2nd level 1d4+2, 3rd 1d4+4 ***Fools:*** When you are at full hp, deal +2 damage ***Poormans:*** When you are below 25% health, deal +2 damage ***Enemy Type:*** Deal increased damage to that enemy type, +1 damage per gems level ***Nourishing***: The rarest and most useful gem, +1 to attack and damage rolls ***Dirty:*** Rapid poison, after three hits depending on enemy health, the enemy may suffer from a rapid poison effect, the poison deals 3d6 at the end of each round and the enemy must spend their turn attempting to stop the poison with a con save DC according to gems level (12,13,15) the poison still does the damage on a successful save, but the target is no longer poisoned. This poison lasts for 3d4+1 rounds. ***Murky:*** Slow poison, deal 1d6 extra poison damage on a hit. ***Pulsing:*** Regain 1 hp at the start of your turn while holding the weapon with this gem. ***Arcane:*** Add half wis or int mod to damage, 2nd level adds full, odd adds 1d3 any non physical damage type. ###
### *Image:* A gold blood gem, what gems may possibly look like. ***source:*** Gold Blood Gem | Bloodborne Wiki | FANDOM powered by Wikia \columnbreak ### Gem Loot table |Roll 1d20| Gem Found| |---|---| |1-2 |Nothing | |3-4|Tempering (roll 1d3 for type) |5, or 1 on d3|Bludgeoning |6, or 2 on d3|Slashing |7, or 3 on d3|Piercing |8|Fools |9|Poormans |10|Creature Type (see creature table) |11|Nourishing |12|Dirty |13|Murky |14|Pulsing |15|Fire |16|Odd Fire |17|Arcane - random damage type |18|Odd Arcane - random damage type |19|Lightning |20|Odd Lightning| ### Creature Table |Roll 1d20 | Creature Type| |-----|---| |1-2|Aberration |3|Animal |4|Celestial |5|Construct |6|Dragon |7|Elemental |8|Fey |9|Fiend |10|Giant |11-12|Humanoid |13|Magical Beast (magical damage) |14|Monstrous Humanoid |15|Ooze |16|Outsider |17|Plant |18-20|Undead |20|Vermin
Part 3 | Gems and You
\pagebreak #### Blood Gem Level Table |Roll 1d20 | Blood Gem Level| |---|---| |1-15, 75%|Lvl 1 |16-18, 15% (change to 75% higher lvl’s)|Lvl 2 |19-20, 10% (change to 25%)|Lvl 3 ##### note for random damage types: the table "resistances" can be used to determine type ### Blood Shards In your world you may come across blood shards. These shards may help you to increase the effectiveness of your trick weapons. Shards can be added to common loot tables found in the dmg or added by the DM for reasons unknown. Twin shards can be found or made by combining 3 shards, chunks can be made by combining 3 twin shards, a rock can not be made however, its extremely rare (legendary) and must be found in the world or bought. To upgrade to any level above the weapons current level you must complete the upgrades prior to the upgrade. Magical weapons used to make trick weapons cause the initial level to increase by its magical bonus (+1 weapons make it lvl 2) Shards can be used to upgrade trick weapons according to the following table: |Shards required to upgrade| Level of Weapon| |---|---| |3 shards|Lvl 1 |3 twin shards|Lvl 2, prerequisite: lvl 1 |3 chunks|Lvl 3, prerequisite: lvl 2 |1 rock|Lvl 4, prerequisite: lvl 3 ###
### ##### Source for image: Twin Blood Stone Shards | Bloodborne Wiki | FANDOM powered by Wikia \columnbreak ## Bloodtinge and Arcane Notice: this is a variant rule that does not need to be incorporated ### Bloodtinge When using firearms with any hunter feat, use your bloodtinge stat instead of dexterity for attack and damage rolls. When you gain proficiency in firearms roll the same way you rolled your stats prior to achieving the feat. This will be your ability to use firearms and bloodtinge weapons effectively. ### Arcane Rolled in the same way you roll bloodtinge, if your wisdom or intelligence is higher that your roll, you may use that number to determine your arcane abilities when using arcane tools and weapons. ### Trick weapons and modifiers Some trick weapons use bloodtinge or arcane for attack and damage rolls, here are some examples: ***Bloodletter:*** Use bloodtinge for attack and damage rolls if you would like to instead of strength, referred to as bloodtinge finesse. Only for secondary state. ***Chikage:*** In secondary state, deals extra poison damage equivalent to your bloodtinge modifier instead of 1d6 poison damage. This damage is to both user and enemy where the user takes the damage at the end of their turn if the secondary state was activated at least once. A DM may choose to award a chikage player with a Bloodtinge gem, which adds bloodtinge modifier to damage rolls (essentially doubling your modifier) ***Moonlight Sword:*** The sword in its secondary state primarily uses arcane magic to deal damage. Use arcane, wisdom, or intelligence for attack and damage rolls, if this stat is still lower than strength, use your chosen modifier to deal extra damage that is not physical equal to your chosen modifier. ###
### *Image:* Chikage and the Bloodletter, bloodborne weapons. **Source:** Chikage | Wiki | Dark Souls+ Amino Bloodletter | Wiki | Bloodborne Amino ###
Part 4 | Shards, Bloodtinge, and Arcane