Homebrew Blood lycan Species Details

A demon not from the hells that has somehow found it's way to the realms. Blood lycan's are known for their strong regeneration and blood magic. They are also known to be very prideful and willing to challenge anyone who is stronger than them. They have white hair with red highlights in them,two white wolf ears on their head, as well as having glowing red eyes.

Blood lycan Traits

The blood lycan's are the only known race that can use their blood directly to use abilities

Innate blood magic

The blood Lycan has access to the blood resource, which can be used for various affects. The calculation of how much blood they have is level + Con - 5. however, if the blood resource goes under 25% max, the blood Lycan  gains a -2 to strength.

 

Crimson overdrive

Let's the blood lycan burn their blood to gain strength 

For every point of blood burned, the blood lycan gains a temporary +1 to their strength and dexterity 

The blood burning needs to be every turn to keep the bonuses 

Blood lycan regeneration

Blood Lycan's are born with an innate regeneration.

The blood Lycan regenerates hit points and blood points every turn. The formular is level + Con -10

Curse of pride

The blood lycan's are cursed to be prideful. This comes in the form of seeing life as a hunt and will get agitated if their 'prey' is stolen from them.

 

Blood lycan's will never back down from a fight and will fight things that are obviously stronger than them

Beast form

The blood lycan turns into their beastial form, which is a werewolf looking creature ranging from 3 - 4 meters tall

While in this form, the blood lycan gains a armour class of 15 + Con modifier - 2 and gains a temporary + 4 to strength and dexterity 

The cost to go into this form is level + 5 - Con modifier 

Blood lycan hearing

The blood lycans have heightened hearing compered to other humanoid species.

The blood lycan can adjust their hearing,from hearing in a 5 foot radius, to a 120 feet radius 

At level 5, the maximum range is increased to 240 feet

 

At level 10, the maximum range is increased to 360

Sixth sense

The blood lycan knows when it is being watched 

Whenever someone is watching the blood lycan, they instinctively know but not from where. This applies to all forms of watching, including divination, watching through a familiar and plain watching

Blood claws

The blood Lycans have natural claws, which replace the unarmed strike damage from STR + 1 to 1d6 plus STR + DEX modifier. 

The blood Lycan can also use blood to increase the damage, with a rate of 5 blood to +1d6 damage 

 

At level 5,the damage can be increased to 1d8 for the price of 7 blood 

Blood metallization

The blood lycan can metalilize their blood.

At a conversion rate of 30 blood to 100 grams of blood metal, the blood lycan can make blood out of their own blood.

This metal is on par with mithril, and makes +1 to + 3 items when use as the main compartment in crafting

Blood lycan smell

The blood Lycan can smell every creature in a 25 foot radius and can deduce what species it is by their smell.

For example, a changeling smells like leather, a vampire smells like the blood, and mimics smell like the putrid stench of rotting meat.

 

At level 10, the range is increased to 50 feet

otherworldly progression

since the blood Lycan species is from beyond the known realm, they increase in strength differently.

the blood Lycan can not have a class, instead every level up from 1 - 5, they choose one of the following perks: 

[Stat increase: increases one stat by 2 points.] {stackable to 5}

[movement increase {lesser}: increases movement speed by 10 ft.] {stackable to 3}

[defense increase {lesser}: increase AC by 1] {stackable to 3}

every level up from 6 - 10, they choose 1 of either the previous perks, or the new ones:

[blood regeneration: increases blood regeneration by 5 points per round.] {stackable to 2}

[defense increase: increase AC by 2] {stackable to 3}

[movement increase: increases movement speed by 25 ft.] {stackable to 3}

 [blood boil: ignites the enemies blood, dealing 3d6 fire damage every turn for 5 rounds.] {not stackable}

every level up from 11 - 20, they choose 1 of either the previous perks, or the new ones:

[defense increase {greater}: increase AC by 3] {stackable to 2}

[movement increase {greater}: increases movement speed by 40 ft.] {stackable to 2}

[sanguine effect: you heal 20% of the damage you do.] {not stackable}

 

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