Homebrew Bloodborne Horror (2014 rules) Species Details
Bloodborne Horrors are incredibly rare phenomenons that occur two opposing types of cursed blood interfere eachother, warping one or both of the beings into unholy, warped, and unsightly. These terrors abilities inaccessible to mere humans, though these abilities drawbacks. change aspects of shape to include aspects of various demons, vampires, zombies, etc. Typically their base form will start from humanoid with additional features such as extra arms, mouths, eyes, tentacles, hooks, bone spurs, and more.
Horrific Forms
From creation or conception, a Bloodborne Horror is able to shift a portion of their body to accommodate their needs or desires. Typically these forms are reminiscent of either or both of the creatures they were formed from, such as wings from a devil. Additionally, the changes are not always visible. An example of this would include being able to take down the brain barrier preventing muscular overexertion, from a zombie, but something such as this will cause damage to the Horror's body at the same time.
A Bloodborne Horror's forms are determined by their "parentage." A player is not limited to these listed options, but it is to be discussed with the DM what their full extent of power is.
- Aberration often manifests mental abilities such as telekinesis or telepathy. Examples include Aboleths, Beholders, and Mind Flayers.
- Fiend often manifests hellish abilities relating to the Lower Planes. Examples include Devils and Demons.
- Monstrosity often manifests more natural world type abilities, such as large claws or horns. Examples include Minotaurs, and Owlbears.
- Undead often manifests as supernatural abilities beyond the natural world. Examples include Ghosts, Vampires, and Zombies.
Aberration
This "parentage" grants you the ability Aboleth Breathing, but you must maintain constant hydration throughout the entire 1 hour duration of the water breathing spell. Should you completely dry out, you fall unconscious and gain a level of exhaustion. You gain the spell Command which can be used without a spell slot once per long rest, and have the ability to always have a mental connection with up to 5 other willing creatures of any type. Should this be attempted on an unwilling creature, they must make a wisdom saving throw that beats your wisdom score. Your appearance my include transparent skin, multiple eyes, long sharp teeth, fins, decorative tentacles, or a bulbous head. In addition to feeding on blood, every 7 days you must consume an entire humanoid brain. You can read, write, and speak Deep Speech.
Fiend
This "parentage" grants you the ability Demonic Howl, in which you let loose a horrible screeching howl, granting disadvantage to anyone who can hear it for 3 rounds. You also have the ability Devilish Pact, which lets you form pacts with humanoids in return for their souls, which can be used to gain advantage on a death saving throw. You gain the spell Charm Person which can be used without a spell slot once per long rest. Your appearance may include wings, tail(s), horns, a snout, hooves, or claws. You have vulnerability to attacks made by other Fiends. You can read, write, and speak Infernal.
Monstrosity
You have the ability venomous bite, which grows long fangs and injects venom into them for the next hour, dealing 2d4 poison damage on a successful bite. The target must make a Constitution saving throw beating your Constitution score or become poisoned. It must make a Strength saving throw that beats your strength score or be knocked prone. You are able to speak with animals at any time. You can cast fly on yourself without a spell slot once per long rest. Your appearance may include feathers, or antlers, claws/talons, hooves, fur, a beak, or tail(s). You have a tendency to shed feathers or fur, and thus have disadvantage on stealth checks. You can read, write, and speak Undercommon.
Undead
This "parentage" grants you a Horrifying Visage, which lasts for one minute. Anyone who can see you must make a Wisdom Saving throw that beats your Wisdom score, or become frightened of you. This saving throw is repeatable, but at disadvantage if they can still see you. You have Vampiric Bite, which can only be used on creatures that bleed. You deal 1d6 piercing damage, and gain that much health back. You have Undead Fortitude, so when you are dropped to 0 hit points you may instead drop to 1, and any amount of damage after that you must roll a Constitution save of (5 + damage taken) or else be knocked unconscious. Your appearance may include transparent skin, eyeless sockets, long fanged teeth, or rotting flesh. You have Sunlight Hypersensitivity, meaning you take 20 radiant damage when you start your turn in sunlight. While in sunlight you also have disadvantage on attack rolls and ability checks. You can read, write, and speak an additional language of your choice.
All Ancestries
All "parentages" grant darkvision out to 60ft, and the need to feed on humanoid blood every 7 days or else maximum hit points are reduced to half and you gain a level of exhaustion.
Bloodborne Horror (2014 rules) Traits
Your Bloodborne Horror character has the following traits.Age
Bloodborne Horrors are typically adults when created, though some have been conceived. They typically reach adulthood at around 20 to 40 years, and can live so long as they are not killed.
Alignment
Bloodborne Horrors Tend toward chaotic and evil alignments, though some retain more mental fortitude than others.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You can speak, read, and write Common, and an additional language determined by your creation.
Parentage
Aberration
This "parentage" grants you the ability Aboleth Breathing, but you must maintain constant hydration throughout the entire 1 hour duration of the water breathing spell. Should you completely dry out, you fall unconscious and gain a level of exhaustion. You gain the spell Command which can be used without a spell slot once per long rest, and have the ability to always have a mental connection with up to 5 other willing creatures of any type. Should this be attempted on an unwilling creature, they must make a wisdom saving throw that beats your wisdom score. Your appearance my include transparent skin, multiple eyes, long sharp teeth, fins, decorative tentacles, or a bulbous head. In addition to feeding on blood, every 7 days you must consume an entire humanoid brain. You can read, write, and speak Deep Speech.
Fiend
This "parentage" grants you the ability Demonic Howl, in which you let loose a horrible screeching howl, granting disadvantage to anyone who can hear it for 3 rounds. You also have the ability Devilish Pact, which lets you form pacts with humanoids in return for their souls, which can be used to gain advantage on a death saving throw. You gain the spell Charm Person which can be used without a spell slot once per long rest. Your appearance may include wings, tail(s), horns, a snout, hooves, or claws. You have vulnerability to attacks made by other Fiends. You can read, write, and speak Infernal.
Monstrosity
You have the ability venomous bite, which grows long fangs and injects venom into them for the next hour, dealing 6 poison damage on a successful bite, in addition to 1d6 piercing damage from the actual bite. The target must make a Constitution saving throw beating your Constitution score or become poisoned. You are able to speak with animals at any time. You can cast fly on yourself without a spell slot once per long rest. Your appearance may include feathers, or antlers, claws/talons, hooves, fur, a beak, or tail(s). You have a tendency to shed feathers or fur, and thus have disadvantage on stealth checks. You can read, write, and speak Undercommon.
Undead
This "parentage" grants you a Horrifying Visage, which lasts for one minute. Anyone who can see you must make a Wisdom Saving throw that beats your Wisdom score, or become frightened of you. This saving throw is repeatable, but at disadvantage if they can still see you. You have Vampiric Bite, which can only be used on creatures that bleed. You deal 1d6 piercing damage, and gain that much health back. You have Undead Fortitude, so when you are dropped to 0 hit points you may instead drop to 1, and any amount of damage after that you must roll a Constitution save of (5 + damage taken) or else be knocked unconscious. Your appearance may include transparent skin, eyeless sockets, long fanged teeth, or rotting flesh. You have Sunlight Hypersensitivity, meaning you take 20 radiant damage when you start your turn in sunlight. While in sunlight you also have disadvantage on attack rolls and ability checks. You can read, write, and speak an additional language of your choice.
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