Homebrew Ancient Elven Bloodline/Bloodborn Vampire Species Details
Not all gods of magic are pure and devoted only to the arcane
arts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux,
Doresain, Incabulos, Lolth, Asmodeous, and other entities of
terrible and unearthly power may hold sway over the domain
of witchcraft and other dark magic. Followers of these
powers are not always evil, but often use more wicked
methods than most would find palatable. While some act
with generous intent and seek to destroy greater or opposing
evils, they are rare by comparison. Clerics of this domain are
often known as witches, holding power over the arcane
powers and natural world alike. Those who are called by their
deities to act often are found seeking lost artifacts,
performing rites and rituals, causing and curing plague, and
summoning creatures of accursed power.
Domain spells
1st detect magic, magic missile
3rd Maximillian’s earthen grasp, spike growth
5th fly, conjure animals
7th Evard's black tentacles, polymorph
9th dream, hold monster
Bonus Cantrips
When you select this domain at 1st level, you learn the
produce flame cantrip and prestidigitation cantrips.
Witch's Familiar
At 1st level, you learn the find familiar spell and can cast it
without expending material components. This familiar's
intelligence is set to 12 if it is normally lower, and it can
speak any language you can. The range you can communicate
telepathically with this familiar increases to 100 feet per
cleric level you possess, and it gains resistance to all damage
Channel Divinity: Blood Ritual
At 2nd level, you can perform a dark rite to imbue power to
yourself and others. Over the course of one minute, choose a
number of creatures up to your Wisdom modifier and expend
a use of your Channel Divinity feature to anoint them with
blood. The subjects gain a 5 foot bonus to their speed,
advantage on their first saving throw or their first attack, and
their weapon attacks can deal necrotic damage. This benefit
lasts for one hour. If a subject is reduced to 0 hit points
during that time, dark tendrils burst from them, making a
melee spell attack using your statistics against one hostile
creature within 10 feet. The target must make a Dexterity
saving throw or be incapacitated during their next turn and
take 3d8 necrotic damage.
Toil And Trouble
At 2nd level, you learn to twist the forms of other creatures. As
an action, choose a target within 30 feet. The target must
make a Wisdom save against your cleric spell save DC. If they
fail, they are incapacitated for one minute and transformed
into a Small or Tiny animal, such as a toad, newt, or cat.
If the creature takes damage, they instantly revert back to
their normal form and are no longer incapacitated. You can
use this feature three times and this use recovers whenever you
finish a short rest.
Potent Spellcasting
Starting at 2nd level, you can add your Wisdom modifier to
the damage you deal with any cleric/warlock/witch cantrip
Witch's Athame
At 1st level, you learn to summon the ritual dagger of a true
practitioner of witchcraft during a rest. While you wield
this rune-inscribed silver dagger, you can choose to take
necrotic damage less than or equal to your level as a
bonus action whenever you are casting a spell that deals
damage. The damage you take cannot be reduced or negated
in any way. When you do so, you can inflict the amount of
damage you've suffered using this feature on to up to three
targets of the spell during the round that you cast it.
Additionally, you can use this blade to steal the life from
other creatures. Whenever you hit a creature with this
magical silver dagger, it suffers an additional 1d4 necrotic
damage. You regain hit points equal to the amount of necrotic
damage inflicted from attacks with this weapon, and you can
use your Wisdom modifier in place of your Strength or
Dexterity modifier when making attacks with this weapon.
If this weapon is lost or destroyed, you can summon
another during your next rest.
You have entered into a pact with a powerful and ancient wielder of occult magics. Such witches infest fetid swamps and accursed ruins, sickening the land for miles around. These patrons grant their warlocks power under the expectations that the gifts will be repaid. Witches long to strike deals that work for their benefit, often using gambles or coercion to meet their ends. The motivations of such a being are often cryptic and rarely unfold in a predictable manner.
Across the multiverse, Witch patrons include powerful covens of hags, the former Lord of the Sixth of the Nine Hells the Hag Countess, and Baba Lysaga in the hidden realm of Barovia.
Your patron is a deceitful and cunning being. Some may be demi-demons, and others find themselves to be near godlike. Such beings desire only one thing: to bend the minds of others to their whim. While this may not be always for malicious intent, some may even be considered righteous, it is just the same. Your patron may not know you exist, or maybe they take pride in your work and in themselves for giving you that power.
Hexing Sigil
As an action you may trace a sigil in the air and shoot it's magical energy towards a target you can see within 120 feet. Roll 1d10 to determine the effect brought on by the sigil. A target whom takes on the sigil willingly rolls twice and takes the chosen effect. If they chose to avoid the sigil, they must succeed in a WIS save against your Spell Save DC. On a failure, they are subjected to the rolled curse of the sigil. However if they fail by 5 or more, you roll twice and choose which effect the target receives.
If the target is charmed by you, they instantly fail the saving throw and you choose which effect they receive. No matter the roll, the Hexing sigil ends after 1 minute, you are knocked unconscious, the target dies, or the target is subjected to a spell or ability that removes curses.
You may use this feature a number of times equal to your Charisma Modifier + your Proficiency Bonus.
If the target is charmed by you, they instantly fail the saving throw and you choose which effect they receive. No matter the roll, the Hexing sigil ends after 1 minute, you are knocked unconscious, the target dies, or the target is subjected to a spell or ability that removes curses.
You may use this feature a number of times equal to your Charisma Modifier + your Proficiency Bonus, and regain all uses at the end of a long rest.
|
D10 |
EFFECT |
|---|---|
|
1 |
Target is stunned. |
|
2 |
Target only may take the dash action and run in circles. |
|
3 |
Target has disadvantage on attack rolls but advantage on saves. |
|
4 |
Roll 1d4. Target is blinded(odds) or deafened(evens). |
|
5 |
Target charges and attacks the closest creature. |
|
6 |
Target is frightened by their allies and charmed by their enemies. |
|
7 |
Target can not speak or understand any language. |
|
8 |
Target can not cast spells or attack for the duration. |
|
9 |
Target gains the benefit of a short rest. |
|
10 |
Target gains the benefit of a long rest. |
Witchcraft
At 1st level, you have become adept at using the deceptive ways of your patron to your advantage. When you cast an enchantment or illusion spell that requires concentration, you gain advantage on the saving throw to maintain your concentration.
As well, saving throws end an enchantment spell as well as Investigation checks discern if an Illusion is real are made with disadvantage.
Warding Curse
At 1st level, when a melee or ranged weapon attack is made against you, as a reaction, you may roll a Charisma Saving Throw. If your saving throw is higher than the attack roll, the attack misses. You may choose to use this feature after the attack roll, but before the damage is rolled.
Witch's Resistance
At 1st level, you can not be Charmed or Frightened, as well you can not be Stunned or Paralyzed by magical means (such as a spell or magical ability). You may still be Stunned or Paralyzed due to poisons or other natural substances.
Should you be the target of a spell that would inflict one of those conditions on you, the creature must make the relevant saving throw against your own spell save DC or be the target of the spell or ability itself as though you cast the spell/used the ability.
The Witch's Baleful Gaze
At 1st level, you gain the ability to strike fear into the hearts of your foes. As an action, you can cause yourself to take on the disturbed visage of your patron for a number of rounds equal to your Charisma modifier (minimum of 1). During this time, you have advantage on Charisma (Intimidation) checks. If you use this feature in combat, targets of your choice within 30 feet must make a Wisdom saving throw or be frightened of you for the duration.
Once you use this feature, you must finish a short or long rest before you can use it again.
Collector of Souls
When you reach 6th level, your patron grants the ability to rend the souls from your foes. When you reduce a creature to 0 hit points with a warlock spell, you can use your reaction seal its soul into an item on your person. Even if you reduce multiple creatures to 0 hit points at once, this reaction can only capture a single soul. This feature cannot be used on constructs or undead. You can seal a number of souls equal to your Charisma modifier (minimum of 1). For each soul you have sealed, your spell save DC and your spell attack bonus increase by 1. These souls remain sealed until you finish a long rest after which they are released and your bonuses return to normal.
Swarming Armor
Beginning at 10th level, the spirit of the witch imbues you with sinister resilience. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause a swarm of stinging insects to engulf the attacker. The target must make a Dexterity saving throw, taking 6d8 poison damage on a failed save or half as much on a successful save. Creatures that fail this saving throw cannot target you with a melee attack again until the end of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Herald of Venom and Flies
At 14th level, when you hit a creature with an attack, you can use this feature to create a nightmare of monstrous insects. A creature under this effect believes itself to be swarmed by abnormal insects. At the start of the target’s turn, the target runs in a random direction. The target will not move into obviously dangerous terrain. During this movement, the target also takes 5d8 psychic damage. At the end of its turn, the target makes a Wisdom saving throw against your spell save DC, ending this feature on a success. This feature lasts a number of rounds equal to your Charisma modifier (minimum of 1).
At 1st level, you have become adept at using the deceptive ways of your patron to your advantage. When you cast an enchantment or illusion spell that requires concentration, you gain advantage on the saving throw to maintain your concentration.Witchcraft
As well, saving throws end an enchantment spell as well as Investigation checks discern if an Illusion is real are made with disadvantage.
Witch Spittle
At 1st level, you know how to channel magic through your saliva. You can fling your spit at your enemies, channeling the effects of the Acid Splash cantrip, which has a reduced range of 30 feet and it ignores resistance but not immunity. Or you can smudge your spit on a creature's wounds invoking the Cure Wounds spell.
As you learn to better distribute magic through your Witch Spittle you gain the ability to cast other spells, albeit at an increased casting time of 10 minutes. You get those spells at the following levels:
2nd level: Lesser Restoration
3th level: Bestow Curse
5th level: Death Ward
7th level: Greater Restoration
All the spells of this feature are added to your sorcerer spell list but do not add to the number of known spells.
Witchcraft
At 1st level, you gain proficiency with the herbalism kit, as well as one of the following skills.
Medicine
You gain proficiency with Wisdom (Medicine) checks.
Nature
You gain proficiency with Intelligence (Nature) checks.
Witches' Brew
From 6th level, using your herbalism kit counts as light activity for you. While using your herbalism kit, you can spend time working on potions, salves, or other useful items while and still benefit from a short or long rest. The material cost for the creation process remains unchanged.
Work with your DM on how to handle this feat and to determine how much you can hasten your brewing. As a suggestion, it should be possible to create one common magical item, like a Potion of Healing, during a long rest, while still recovering expanded spell slots. You may also consider hastening your brewing ability the further your sorcerer level increases.
Keep the contents of your cauldron cooking! But remember to get some sleep, too.
Borrow the Cliché
At 14th level, you learn how to enchant any suitable object, such as a broom, at your DM's discretion. For as long as it's in your possession, you can mount or dismount this object as a bonus action and gain a flying speed equal to your current walking speed.
The enchantment process takes 1 hour and can be done during a short rest, without losing the rest's benefits. If an object has already been enchanted in that way and you attempt to enchant a new object, the old one loses its enchantment.
Circle of Witches
At 18th level, you gain the ability to form a coven. Any creature able to make a conscious choice can join your coven. Those who join have to undergo a profane ritual that must take at least 24 hours.
If a creature is charmed when asked to join, they have to make a Wisdom saving throw against your spell save DC. If they succeed, they may refuse to join and cannot be asked to join while being charmed for 1 year. If the saving throw fails, they are not aware of the charm effect that made them join the coven. They remember joining as a choice that they gladly made.
Every member of your coven shares a bond with you. You can send telepathic messages to them and they can send messages in the same manner to you. They cannot communicate in that way with another member of the coven. You always know the exact location of every member of your coven and can communicate telepathically as long as they are on the same plane of existence.
Any member who wants to break free from this bond has to be released from it by you. If you refuse to release them, the only way they can break free from this bond is by killing you. Every attack roll a member of your coven makes against you has disadvantage. Every saving throw you make to contest a member of your coven has advantage.
A creature can only be a member of a single coven at any given time.
Expanded Spell List
The Witch lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Witch Expanded Spells
|
SPELL LEVEL |
SPELLS |
|---|---|
|
1st |
command, sleep, greater invisibility, modify memory |
|
2nd |
dispell magic, detect thoughts, silence, dominate person, |
|
3rd |
dimension door, bestow curse, clairvoyance |
|
4th |
confusion, Summon (X) |
|
Bloodline |
All witch spells(lvl 0-9) |
Hexing Sigilv
As an action you may trace a sigil in the air and shoot it's magical energy towards a target you can see within 120 feet. Roll 1d10 to determine the effect brought on by the sigil. A target whom takes on the sigil willingly rolls twice and takes the chosen effect. If they chose to avoid the sigil, they must succeed in a WIS save against your Spell Save DC. On a failure, they are subjected to the rolled curse of the sigil. However if they fail by 5 or more, you roll twice and choose which effect the target receives.
If the target is charmed by you, they instantly fail the saving throw and you choose which effect they receive. No matter the roll, the Hexing sigil ends after 1 minute, you are knocked unconscious, the target dies, or the target is subjected to a spell or ability that removes curses.
You may use this feature a number of times equal to your Charisma Modifier + your Proficiency Bonus.
Witch/Wizard Traits
Witches and Wizards are fickle creatures prone to selfishness and vanity.
Ability Score Increase
Your ability scores each increase by 1.
Alignment
They tend toward no particular alignment. The best and the worst are found among them.
Size
They vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 60 feet.
Pureblood
Purebloods come from old families and tend to be very spoilt. They often have tutors and are strong in certain area but will naturally be generally less intelligent than other blood purities.
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
They are encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Ancient Bloodborn vamoires take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Ancient Elven Bloodline/Bloodborn Vampire Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.Ancestral Heritage
Spells, abilities & rituals passed down.
Ability Score Increase
- Your scores increase.
Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 110 and can live to be 750 years old.
Ancient Bloodborns become immortal once they taste blood in adulthood.
Alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 60 feet.
Vampire Darkvision
Vampire's Darkvision
When you become a vampire, u gain Vampire's Darkvision, if you already have a form of Darkvision that is less powerful, replace it with this.
Vampire's Darkvision works like normal Darkvision, its distance is 120 feet. However, you also gain advantage on all perception checks made in dark or dim light.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Keen Senses
You have proficiency in the Perception,Insight,Deception, Acrobatics, Persuasion & Intimidation skills.
Fey Ancestry Link
Advantage on saves against being charmed, poisoned, [Tooltip Not Found], [Tooltip Not Found], put you to sleep
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Common, Elvish, Infernal, Abyssal, Celestial, Sylvan
You can speak, read, and write Common, Infernal, Abyssal, Celestial, Sylvan and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.