Homebrew bloodborne Species Details

The Bloodborn are the result of forbidden experimentation on the human body. Their flesh adapts, mutates, and remembers violence. While their appearance often provokes fear and distrust, beneath the scars lies a being struggling between humanity and the monster carved into them.


Ability Score Increase

Your Constitution score increases by 2, and either your Strength or Dexterity score increases by 1 (your choice).


Age

Bloodborn age at a similar rate to humans, though many show signs of physical degradation or mutation long before old age.


Alignment

Bloodborn tend toward pragmatic or conflicted alignments. Their past leaves many wary, mistrustful, or emotionally distant.


Size

You are Medium.


Speed

Your base walking speed is 30 feet.
You also have a climbing speed of 30 feet the same as base walking speed (3.5 m).


Suspicious Mind

Years of experimentation have left you alert and mistrustful.

  • You have advantage on Insight checks made to detect deception.


Toxic Adaptation

Your body has adapted to extreme conditions.

  • You have advantage on saving throws against poison.

  • You have resistance to poison damage (optional—DM may allow).


Living blades

Your body can reshape itself into living weapons.

  • You can form organic blades from your forearms.

  • These blades count as natural melee weapons.

  • Damage: 1d8 slashing damage.

  • You are proficient with these weapons.

  • You may use Strength or Dexterity for attack and damage rolls.

Self-Inflicted Damage:
When you hit a creature with Fleshcarved Blades, you suffer self-damage equal to half the damage dealt (rounded down).
This damage cannot be reduced or prevented unless stated otherwise by another Bloodborn feature.


Blood Harvest

Your mutations feed on spilled blood.

  • When you hit a creature with living blades, you regain hit points equal to your Constitution modifier (minimum of 1).


Pain-Fueled Instincts

Pain heightens your survival instincts.

  • While you are below 50% of your maximum hit points, at the start of each of your turns you may choose one of the following benefits until the start of your next turn:

    • +2 bonus to your next attack roll

    • +2 bonus to Armor Class

    • +2 meters (+5 feet) movement speed

Only one option may be active at a time.


Flesh Shaping (Level 3)

Your mutation can be consciously reconfigured.

  • Once per long rest, you may choose one Flesh Shaping form.

  • The chosen form lasts until the end of combat or until you are incapacitated.

Blade Morph

  • Your living blades deal 1d10 slashing damage instead of 1d8

  • At higher levels, this improves to 1d12 (DM discretion, recommended at level 11)

Plated Flesh

  • You gain +1 AC

  • Your movement speed is reduced by 2 meters (5 feet)

    Bloodstream Backlash

    When your blood reacts violently to combat:

    • Whenever bloodharvest triggers, one creature of your choice within 5 feet (2 meters) takes damage equal to the self-inflicted damage you suffered from living blades on that attack.

     


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Deep Reaping (Level 13)

Your bloodlust becomes more efficient.

  • blood harvest restores +1 additional hit point.
    living blades also gets 1w10 instead of 1w12 


bloodpsychosis (Level 15)

You can unleash the full violence of your mutation.

Once per long rest, you may enter bloodpsychosis if either condition is met:

  • You are below 50% of your maximum hit points, or

  • You have reduced three creatures to 0 hit points since your last turn

Scarlet Frenzy lasts for 1 minute. While active:

  • You can make one additional attack when you take the Attack action (living blades only)

  • bloodlharvest healing is doubled

  • You have disadvantage on Wisdom and Intelligence saving throws

  • You cannot take reactions


Perfected Mutation (Level 17)

Your body reaches its final, terrifying equilibrium.

  • Once per long rest, for 1 minute:

    • You ignore all self-inflicted damage caused by living blades

    • You have advantage on all Constitution checks and saving throws


Veil of the Antidote

You can suppress your mutations to pass as human.

During a short rest, you may inject a stabilizing antidote into your bloodstream.

While the antidote is active:

  • Your appearance becomes fully human; scars, bruises, and visible mutations fade

  • You have advantage on Charisma ability checks made to interact with humanoids that can see you

  • You cannot use living blades

  • Any racial traits or abilities that require living blades or bloodharvest are unavailable

The antidote remains active until you end it during another short rest, at which point all suppressed Bloodborn abilities immediately return.

This effect is physiological, not magical.


Languages

You can speak, read, and write Common and one other language of your choice.


Final Note 

The Bloodborn is designed as a high-risk, high-reward martial race, comparable in power to Shifters, Aasimar, and Tieflings when played correctly.

bloodborne Traits

The Bloodborn are the result of forbidden experimentation on the human body. Their flesh adapts, mutates, and remembers violence. While their appearance often provokes fear and distrust, beneath the scars lies a being struggling between humanity and the monster carved into them.

speed

 

Speed


Your base walking speed is 30 feet.
You also have a climbing speed of 30 feet the same as base walking speed (3.5 m)

suspicious mind

Suspicious Mind

Years of experimentation have left you alert and mistrustful.

  • You have advantage on Insight checks made to detect deception.

Toxic Adaptation

  • You have advantage on saving throws against poison.

  • You have resistance to poison damage (optional—DM may allow

Blood Harvest

When you hit a creature with living blades, you regain hit points equal to your Constitution modifier (minimum of 1).

Flesh Shaping

Blade Morph

  • Your living blades deal 1d10 slashing damage instead of 1d8

  • At higher levels, this improves to 1d12 (DM discretion, recommended at level 11)

Plated Flesh

  • You gain +1 AC

  • Your movement speed is reduced by 2 meters (5 feet)

    bloodstream backslash

    When your blood reacts violently to combat:

    • Whenever bloodharvest triggers, one creature of your choice within 5 feet (2 meters) takes damage equal to the self-inflicted damage you suffered from living blades on that attack.

Perfected Mutation

  • Once per long rest, for 1 minute:

    • You ignore all self-inflicted damage caused by living blades

    • You have advantage on all Constitution checks and saving throws

Deep Reaping

  • blood harvest restores +1 additional hit point.
    living blades also gets 1w10 instead of 1w12 

Veil of the Antidote

During a short rest, you may inject a stabilizing antidote into your bloodstream.

While the antidote is active:

  • Your appearance becomes fully human; scars, bruises, and visible mutations fade

  • You have advantage on Charisma ability checks made to interact with humanoids that can see you

  • You cannot use living blades

  • Any racial traits or abilities that require living blades or bloodharvest are unavailable

The antidote remains active until you end it during another short rest, at which point all suppressed Bloodborn abilities immediately return.

This effect is physiological, not magical.

 

Pain-Fueled Instincts

  • While you are below 50% of your maximum hit points, at the start of each of your turns you may choose one of the following benefits until the start of your next turn:

    • +2 bonus to your next attack roll

    • +2 bonus to Armor Class

    • +2 meters (+5 feet) movement speed

Only one option may be active at a time

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