Giaku Race

by ArgenisDBarrios

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Giaku

Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Climb speed equal to your movement speed.
Age. Giaku mature at the same rate as humans and live up to their second century
Echolocation: You have a Blindsight within 30 feet of you so long as you aren't deafened.
City Dweller: You have proficiency in the Performance and Sleight of Hand Skills
Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You gain temporary hit points equal to the piercing damage dealt by the bite.

  • You enter a blood frenzy and can dash as a bonus action until the end of your next turn.

  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Blood Magic: You have a connection to the primal magic within blood. You know the Animate Blood cantrip. Starting at 3rd level, you can cast the Hunter's Mark spell with this trait. Starting at 5th level, you can also cast the Blood Impaling Spears spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Uhndric

The Vampiric Spirit

The Giaku, are people touched by the vampiric bat spirits of the world, They live in deep colonies in the mountain cities of the north. They stay away from the sun, although some are day walkers. They are Night creatures that live for the night life of their cities. They love extravagant gatherings and decadent things.
They are accutely aware of their ability to tap into the primal magic within blood, this is shown in their expertise to weave the blood of their foes and their own with the magic of the realm. They are masters of the alchemy within blood and can be quite adept at creating brews and potions with them.
Many might fear their affinity for blood, but they have been known to others as healers due to their connection to it.

Giaku Racial Feats

Call of the Night

Prerequisite: Giaku
The wildlife of the caberns you dwell answer your call. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.

  • When you're reduced to below half your maximum hit points, you can use your reaction to unleash a blood mist and conjure bats made from it. You conjure an amount of bats equal to half your proficiency bonus (rounded down). The conjured bats persist for 1 minute and they fluter around you for the duration. While the bats flutter around you, when a creature hits you with an attack roll, you can use your reaction to roll a d8. On a 6 or higher, the attack instead hits one of your bats, and the bat is destroyed, unless its a critical hit. Once you use this feature you can't do so again until you finish a long rest.

Blood Master

Prerequisite: 4th level Giaku, Spellcasting
You have mastered the use of the primal magic within blood. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.

  • When you cast a damaging spell on a creature you can expend a number of hit dice up to a maximum equal to your proficiency bonus, and you roll the expended hit dice. Your spell deals an extra amount of damage equal to the total of the roll. Alternatively, if you miss with a spell attack, you may instead add the total as a reaction to potentially turn the miss into a hit.

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Spell Reference Page

Animate Blood

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous, 1 hour, or 1 minute (see below)

AThrough your connection with the primal magic within blood. You may control it to create one of the following magical effects:

  • You can shape spilled blood into tiny objects or creatures that you may animate at your discretion, this change lasts for 1 hour
  • You may coagulate, freeze, or thin spilled blood. The blood reverts back to its original state after 1 hour.
  • You can cause spilled blood to animate and float in bubbles, ribbons, or some other simple shape, that you may move to a point within range
  • You may use spilled blood to create strings. You can use your action to control the blood strings for 1 minute to manipulate an object, open unlocked doors and containers, or do other simple tasks. The strings remain attached to you and have a range of 5 feet. The strings can't attack, activate magical items, or carry more than 5 pounds.
Classes: Blood Doctor
Optional Classes/Variant Classes: Sorcerer, Warlock

Broanain's Impaling Spears

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point you can see within range on the ground. A pool of blood forms in a 20 foot radius. Creatures inside the radius must make a Dexterity saving throw. A creature takes 5d6 piercing damage on a failure and they are restrained. On a success they take half damage and are not restrained. The blood spears hardened in place and can be broken as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Blood Doctor
Optional Classes/Variant Classes: Sorcerer, Warlock
 

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