Blood Elf, Variant (5e Subrace)

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Scales.png This page is of questionable balance. Reason: Blood Magic needs limits per long or short rest, and probably also that it uses the entire Bloody Object. The ASI needs to be looked over, since minuses do not follow design.


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Blood Elf Subrace[edit]

Racial Background: Blood elves are elves taken by a deranged and powerful vampire. They were experimented on to create new, more powerful servants controlled by his corrupted and blood crazed soul.

The ambient magic contained within the vampire's Lair mixed with the natural magic of the elves as it was slowly absorbed, created a reaction which began causing mutations within the elves. Many perished a painful and grotesque death and only a few survived to be dubbed blood elves. As the process approached its climax, he attempted to bind their wills to his soul, but something went wrong; instead of the elves becoming his, he became theirs. His soul was torn apart by the spell and its fragments bound within the minds of the elves and melded to their souls until it became naught but a voice in their heads. What was left of his body and blood shifted, split, and each of its pieces bound itself to an object on each elves person, or simply formed a blood red gem.

Ability Score Increase. Your Constitution score raises by 3. Your Intelligence lowers by 1
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Bloody Object. Each Blood Elf starts off with an object that is carried and can be used as a blood bank storing hp equal to half your total hp. The appearance of the object changes between blood elves, a small object such as a gem, or pocketwatch. To refill the object you use blood transfusion on one of the corpses after an encounter, this can only be done once per encounter and counts towards the 2 use cap of blood transfusion. Drawing hp from the Blood Object uses an action.
Blood Magic. A variant of blood magic unique to the Blood Elves as it’s derived from their accursed blood. By sacrificing portions of their blood they are able to cast a few spells to increase their body's performance at times when it's required. This magic only lasts 1 round.

  • Blood Frenzy:

Cost: 5 + character level in HP for every action

Cast time: 1 bonus action

Range: Self

Effect: Grants an additional attack action per use. Additional attack has a -2 penalty to hit.

Uses: Can be used up to 1 time per round.

  • Blood Armor:

Cost: ½ character level as HP for every 1 AC increase

Cast time: 1 reaction

Range: Self

Effect: Grants an additional AC point per use.

Uses: Can be used up to a maximum of 5 AC. lasts 1 round

  • Blood Lust:

Cost: 2 hp for every 1 damage increase

Cast time: 1 bonus action

Range: Self

Effect: Increases damage per attack equal to the amount of HP sacrificed until your next turn.

Uses: Damage can only be increased up to 10.

  • Blood Transfusion:

Cost: no cost

Cast time: 1 action

Range: Touch

Effect: Transfers HP between Blood Object and your target at a 1:1 ratio, as long as target is dead and has blood. You may only transfer up to the targets maximum hp, up to a maximum of 25

Uses: Can be transferred up to a total of 2 times per Long Rest.
Dark Passenger. Due to the corrupting influence of the vampire's soul, you have a disadvantage on any roll for trying to come to a peaceful solution when blood is in a 30 ft radius of you.


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