Homebrew Blood Elf Species Details
The Blood Elf has a blood quantity four times its own HP. Blood will be reset after a long rest or approximately one hour of not using any blood. The blood can also be refilled to 100% by a willing donation or killing an enemy. The Blood Elf can dodge an entire attack or can dodge half of the attack's original damage. The former can only be done two times per initiative roll; the latter can be done infinitely. If your blood goes to less than zero, you will be knocked prone, deafened, blinded, and start vomiting and randomly convulsing. You will not die but will be set to zero Health. This occurs until someone heals you or donates 10 or more blood. Intelligence +1, Dexterity +2, Constitution -3, Strength -1, Wisdom +1, Charisma +1. All Blood Elves can smell blood in a 10 ft radius and know its exact position. They can also hear a heartbeat in a 30-foot radius and can tell its exact location. All stats get a +3 bonus from 10:00 p.m. to 4:00 a.m. They get a -2 penalty to Intelligence, Wisdom, and initiative when in direct sunlight or when it's too hot. They cannot get exhaustion points and only sleep to recharge blood HP and spells.
Racial Abilities: Every time you level up in any subclass, you will gain one Racial ability:
- Regeneration: The ability takes four blood to regenerate 1 HP (bonus action).
- Bloodied Mist: This racial ability transforms you into a red mist cloud that cannot be damaged (cost: 10 blood) (reaction).
- Infest: This racial ability allows you to infuse yourself into an item of your choosing, adding your health to the item (cost: 15 blood) (action).
- Teleport (Short): This racial ability allows you to instantly teleport anywhere in a 30-foot radius (cost: 20 blood) (bonus action).
- Teleport (Far): This racial ability allows you to open a portal that anyone can walk into (cost: distance times the number of people) (action).
- Arcane Thief: This racial ability allows you to temporarily steal one spell from anyone (cost: 10 times the level of the spell, cantrips treated as level one spells) (action).
- Wild Shape: This racial ability allows you to transform into any creature you have seen. Small creatures take 10 blood, medium creatures take 25 blood, and large creatures take 75 blood each time you wild shape. Your health will stay the same (bonus action).
- Improvised Weapon: This racial ability allows you to create a blood weapon from any open wound on you. A light weapon costs 10 blood, a medium weapon costs 25 blood, and a heavy weapon costs 75 blood. The damage of this weapon must be agreed upon by the player and the DM (bonus action).
- Reborn: This ability allows you to change bodies. Each dead body you change into will immediately look exactly as the Blood Elf looked at its prime. Bloodborne Elves only live to 10 because of their curse, but by changing bodies, they can reset that counter. The Blood Elf will keep all original stats from before changing bodies. It takes a 24-hour period and all of the Blood Elves blood.
- Crimson Flow: this allows the blood elf to control all blood that has bean spilt it cost nothing to move and in combat you can move the blood however you would like even if it isn't your turn.
Blood Elf Traits
this is a race that is primarily assassins' and thieves there is fue of them left in this worldPrevious Versions
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