Homebrew Bad Blood Clan Species Details
Nothing is perfect
Bad Blood Clan Traits
Your Bad Blood character has the following racial traits.Ability Score Increase
At the time of character creation, you increase your Strength, Dexterity scores, and Constitution score increases by 2. However, you must decrease your Intelligence by 2, Wisdom and Charisma by score by and one.
Age
Age: Members of the Bad Blood Clan have the potential lifespan of their base race. However, due to a curse, their life expectancy is typically reduced by half.
Alignment
Alignment. Those of the Bad Blood Clan, once fully fledged into their curse, are anything but, Lawful Good, Neutral Good, Lawful Neutral and True Neutral.
Size
Size: Your size is the same as that of your base race.
Speed
Your base walking speed is 40.
Bad Blood's Survivability
Bad Blood's Survivability: Immunity to poison, disease, and the poisoned condition. Additionally, when making Death Saving Throws, a roll of 9 or higher is considered successful. You may also add half of your Constitution modifier (rounded down) to your Death Saving Throws.
Bad Blood Capabilities
Bad Blood Capabilities: Your curse alters your mental and physical capabilities, affecting your speech and body language. You may add half (rounded down) of your Strength, Constitution, or Dexterity modifier to one of your Intelligence, Wisdom, or Charisma modifiers for checks, skills, and saving throws.
Bad Blood's Way Of Life
Bad Blood's Way Of Life: The curse pushes your body and mind into a constant elevated state. You can add half (rounded down) of your Intelligence, Wisdom, or Charisma modifier to your Strength and Dexterity checks, skills, and saving throws.
Languages
You can speak, read, and write Common, Vedalken, and one other language of your choice.
Bad Bloods Sight
Bad Blood's Sight: At Level 1, you have Darkvision with a range of 60 feet. Starting at Level 8, you can activate blindsight with a range of 60 feet. At Level 12, you gain the ability to activate Truesight for one minute with a range of 60 feet as a bonus action.
Relentless Nature
- If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it (this would cause you to be satiated for the next 24 hours due to having a new body).
- You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
Unnatural Vitality
Unnatural Vitality: When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to twice your total character level. In this state, you may take an action or bonus action on your turn, but not both. You can remain in this state until you deplete any temporary hit points you may have, at which time if you are still at 0 hit points you fall unconscious and begin making death saving throws as usual. Once you use this feature, you can't use it again until you finish a long rest.
Curse Diet
Cursed Diet: The curse that grants you strength also demands a harsh diet. Initially, consuming the blood or raw meat of any domesticated creature suffices once per day. If you fail to consume this diet within 48 hours, you suffer two points of exhaustion per day and cannot use your Bad Blood Sight. You have 72 hours to consume a meal's worth of blood and raw meat from monsters or lethal creatures, or you will succumb to a weakened state enter a frenzy (taken under the control by the DM) and die. After reaching adulthood, only the blood and meat of monsters or lethal creatures can satiate your curse.
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