Blue Blood (3.5e Race)

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Blue Bloods[edit]

Blue bloods are humans with dominant vampiric heritage; this is similar in principle to planetouched, such as the celestial aasimars and fiendish tieflings. However, vampiric heritage is more dominant than planar one, and very rarely becomes dormant. Blue bloods are agile and charming, with sharp senses and strong minds that naturally resist manipulation. However, their blood is highly nutritious for vampires and heals them if they drink it; thereby, blue bloods are highly sought after by vampires.

Physical Appearance[edit]

Blue bloods appear like normal humans, but they tend to be pale due to their heritage.

Lands[edit]

Blue bloods descend from the union of vampires and humans. Therefore, they can be found at any location both humans and vampires can (or used to) be found at.

Racial Traits[edit]

  • Ability Bonuses: +2 Dexterity, +2 Wisdom, +2 Charisma.
  • Size and Type: Medium Humanoid (Human, Vampire). Blue bloods are humans with vampiric heritage.
  • Speed: Blue blood base land speed is 30 feet per round.
  • Heightened Senses: Blue blood senses are acuter than those of normal humans; they gain an additional +2 bonus on Spot and Listen checks.
  • Low-Light Vision: Blue bloods can see in poor illumination twice as further as humans.
  • Darkvision: Blue bloods can see in the dark up to 60 feet. Blue blood Darkvision is black and white only, but otherwise functions similarly to normal sight.
  • Mental Resistance: Blue bloods gain a +4 bonus on all Will saves and an additional +4 bonus against mind-affecting effects.
  • Nutritious Blood: A vampire who drinks the blood of a blue blood gains fourfold the normal benefits.
  • Blue bloods automatically gain the feats Alertness, Iron Will and Lightning Reflexes.
  • Blue bloods gain an additional +2 bonus on Bluff, Hide, Search and Sense Motive checks.
  • Level Adjustment: +1.

Vital Statistics[edit]

Table: Blue Blood Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Blue Blood Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
65 years 98 years 130 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Blue Blood Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d10” 120 lb. × (2d4) lb.
Female 4’ 5” +2d10” 85 lb. × (2d4) lb.

Blue Blood Lore[edit]

Characters with ranks in Knowledge (arcana) can research the blue bloods to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
5 Blue bloods are humans with dominant vampiric heritage, often the descendants of dhampirs.
10 Blue bloods are similar in principle to planetouched, like aasimars and tieflings, but their heritage is generally consistent and very rarely becomes dormant.
15 Blue bloods are agile and charming, with sharp senses and strong minds that naturally resist manipulation.
20 The blood of blue bloods heals vampires who drink it, making them highly sought after by vampires.

Possible Rule: Vampiric Toxicity[edit]

Not all vampiric heritages agree with mortals; some are toxic to mortals and, beyond a certain degree of dilution, aren't sufficient to keep the blue blood alive throughout an entire mortal lifetime. In such cases, blue bloods very rarely survive up to maturity unless they receive magical aid. However, if they do survive, their vampiric essence strengthens drastically, granting the blue blood immortality and vampiric powers.

A vampiric heritage with vampiric toxicity tends to be mostly dormant, manifesting sporadically. A blue blood of a bloodline with vampiric toxicity has the following additional traits:

Limited Lifespan: Upon reaching the (physical) age of 18, blue bloods must succeed on a Fortitude save at DC 40 or they die. If they succeed, they lose this trait, and receive Vampiric Transcendence (Restoration and similar spells that are cast on them just before they die allow them to survive as well).

Vampiric Transcendence: Blue bloods who manage to survive past their eighteenth birthday both lose the trait Limited Lifespan and gain the following traits:

  • +6 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma. These bonuses stack with their already applied blue blood bonuses, not replace them.
  • Transcendent blue blood base land speed is 45 feet per round; they also have swimming speed 30 feet per round and climbing speed 30 feet per round.
  • Heightened Senses: Transcendent blue bloods gain an additional +4 bonus on Spot and Listen checks (the overall bonus is +6). They have Scent within 30 feet and Blindsense out to 30 feet.
  • Superior Nightvision: Transcendent blue bloods can see in poor lighting as though it were bright light and in complete darkness as though it were dim light.
  • Healing Factor: Transcendent blue bloods have fast healing 1, restore 1 point of ability damage per minute, and 1 point of drained ability per hour, and have a +6 bonus on Fortitude saves. They can regrow lost body parts, but losing a vital organ (head, heart, etc.) is always fatal for them.
  • Enhanced Endurance: Transcendent blue bloods are extraordinarily resilient. They have damage reduction 10/magic and resistance 10 to all elements.
  • Clinging: Transcendent blue bloods are able to climb on any solid surface, even vertically and upside down, without needing to make a Climb check. In addition, transcendent blue bloods can negate any fall simply by clinging to a surface; doing so isn’t considered an action.
  • Immortality: Transcendent blue bloods don't age beyond their prime, have indefinite lifespan, and no longer require oxygen (thus don't need to breathe and are immune to inhaling poisons). However, they still require sustenance (albeit cannot starve to death).

Level Adjustment: +1 if younger than 18 years. +4 if transcendent.


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