Beast-Blooded (Bloodborne Supplement)
Beast-Blooded[edit]
_"We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open..."_
Physical Description[edit]
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A fully transformed Beast-Blooded, [1] |
The Beast-Blooded are those who walk the thin line between humanity and monstrosity, forever marked by the scourge of the beast. Their bodies are twisted by the infection, with elongated limbs, sharpened claws, and fur creeping across their skin. Their blood runs hot with primal fury, their eyes glow with an animalistic hunger, and their instincts sharpen beyond human limits. Some manage to maintain control over their affliction, wielding it as a weapon, while others spiral into madness, becoming nothing more than savage beasts.
The degree of transformation varies—some retain a mostly human appearance with only minor physical alterations, while others take on grotesque, half-bestial forms. Whether feared or hunted, the Beast-Blooded are a testament to the horrors of Yharnam’s accursed blood.
History[edit]
The origins of the scourge are rooted in the Healing Church’s blood ministration, a practice meant to heal the sick but instead created monstrosities. The Beast Plague spread throughout Yharnam, turning its citizens into mindless abominations. Some individuals, however, possess an unnatural resistance, allowing them to embrace their bestial nature without completely losing their mind. These Beast-Blooded exist as living paradoxes—creatures of instinct and destruction who still cling to their fading humanity.
Hunters see the Beast-Blooded as threats, the Church deems them abominations, and the world shuns them. Yet they endure, forever fighting against their own nature.
Beast-Blooded Names[edit]
Beast-Blooded retain the names they had before their transformation. However, many are given new titles by Hunters or the Church, marking them as abominations.
Beast-Blooded Traits[edit]
Creatures caught between man and beast, struggling against their primal urges.
Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
Age. You no longer age naturally. The Beast-Blood within you halts your physical aging, preventing death from old age, though your mind may deteriorate over time.
Alignment. Most Beast-Blooded tend toward chaos, as their instincts are difficult to suppress. Those who still struggle to maintain control may lean toward neutrality.
Size. Your size is Medium. However, depending on your transformation, your body may appear hunched, elongated, or bestial.
Speed. Your base walking speed is 40 feet.
Bloodlust. The scent of blood invigorates you. When you reduce a creature to 0 hit points, you may use your reaction to regain hit points equal to your level + your Constitution modifier. This ability can restore up to half of your maximum HP. You may use this feature a number of times equal to your proficiency bonus per long rest.
Bestial Resilience. Your mutated body is unnaturally durable. You have resistance to slashing and piercing damage from non-magical attacks. You also have advantage on saving throws against disease.
Beast Transformation. The beast within stirs, granting you temporary power. As a bonus action, you can enter a Partial Transformation for 1 minute. While transformed, you gain the following benefits:
- Your unarmed strikes deal 1d10 slashing damage.
- Your melee attacks ignore resistance to non-magical slashing damage.
- You have advantage on Strength checks and saving throws.
- If you reduce a creature to 0 hit points, you regain 1d8 hit points.
You can use this ability a number of times equal to your proficiency bonus per long rest. If you use this ability more than once per long rest, you must succeed on a Wisdom saving throw (DC 12 + the number of times used beyond the first) or lose control, attacking the nearest creature indiscriminately until the transformation ends.
Hunter’s Bane. Hunters instinctively recognize you as a beast, whether you have transformed or not. You have disadvantage on Charisma (Deception) checks against Cleric Hunters and members of the Healing Church. Additionally, Hunter NPCs may be hostile to you by default if they recognize your affliction.
Beast Mind. Your connection to the beast inside grants unnatural awareness. You have advantage on Wisdom (Perception) checks that rely on smell or hearing. You also have darkvision out to 60 feet.
Monstrous Immunity. Your body is no longer fully human. You are immune to disease and cannot be forcibly aged by magical effects.
Languages. You can speak, read, and write Common. However, if your transformation progresses too far, your ability to speak may become limited.
Subraces[edit]
Newborn Beast[edit]
Some Beast-Blooded show only minor signs of transformation, still holding onto their humanity.
Ability Score Increase. Your Constitution score increases by 1.
Unshackled Humanity. You suppress your transformation, allowing you to appear completely human unless you willingly activate it. Hunters do not automatically recognize you as a Beast-Blooded.
Resilient Form. Your body has adapted to the strain of transformation. Your hit point maximum increases by 1 for every level you gain.
Feral One[edit]
The beast within you is stronger, influencing your movements and instincts.
Ability Score Increase. Your Strength score increases by 1.
Predator’s Agility. Your body is built for the hunt. Your base movement speed increases to 45 feet, and you may take the Dash action as a bonus action once per short rest.
Feral Fury. When using Partial Transformation, you may make an additional unarmed strike as a bonus action.
Lost Beast[edit]
Some Beast-Blooded have crossed the threshold into monstrosity, teetering on the edge of mindless hunger.
Ability Score Increase. Your Wisdom score increases by 1.
Unstable Mind. Your mind flickers between human reasoning and bestial instinct. You have advantage on saving throws against fear, but disadvantage on saving throws against Madness effects.
Fury Unleashed. If you fail the Wisdom saving throw to resist an uncontrolled transformation, you automatically use your reaction to attack the nearest creature within range. You gain a +2 bonus to attack rolls made in this state.
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