Runes of Caryll (Bloodborne Supplement)
Runes of Caryll[edit]
"Runes carved by Caryll, student of the Great Ones. These arcane symbols are transcriptions of eldritch utterings, inscribed into the mind of a hunter. Though simple in comparison to the Great Runes, these minor inscriptions carry power beyond mortal means, enhancing the body and mind of those who bear them."
"Each rune represents a fragment of forbidden knowledge, a whisper from the beyond. No two hunters bear the same markings, for the runes respond to the will, instinct, and purpose of their bearer. Those who seek them must listen—not with ears, but with blood."
"Yet, one must tread carefully. Even minor runes carry echoes of the abyss. Those who listen too deeply may find themselves unable to look away."
==Lesser Caryll Runes
Blood Rapture[edit]
"A Caryll Rune that resonates with the vitality of bloodshed. Hunters who seek the sweet satisfaction of blood are blessed by its warmth."
Tier I: Whenever you land a critical hit, regain hit points equal to half the damage dealt.
Tier II: Whenever you land a critical hit, regain hit points equal to the damage dealt.
Tier III: Critical hits restore hit points and grant temporary hit points equal to half the restored amount.
Clawmark[edit]
"A Caryll Rune that transcribes the roar of a feral beast. Those who embrace the horror of the Hunt grow closer to becoming beasts themselves."
Tier I: Your Visceral Strikes deal additional damage equal to your Proficiency Bonus × d8.
Tier II: Your Visceral Strikes deal additional damage equal to (Proficiency Bonus × d10) + Strength modifier.
Tier III: Your Visceral Strikes deal (Proficiency Bonus × d12) + Strength + Dexterity modifier. If they kill the target, you may immediately move up to half your speed without provoking attacks of opportunity.
Formless Oedon[edit]
"A secret symbol left by Caryll, student of the Great Ones. Oedon, without form, exists only in voice, and is a medium best matched with a hunter’s mind."
Tier I: Your maximum Mercury Bullets increases by 5. You may create Mercury Bullets by sacrificing 5 hit points per bullet.
Tier II: Your maximum Mercury Bullets increases by 10. You may create Mercury Bullets by sacrificing 4 hit points per bullet.
Tier III: Your maximum Mercury Bullets increases by 15. You may create Mercury Bullets by sacrificing 3 hit points per bullet, and every critical hit refunds 1 bullet.
Eye[edit]
"A transcription of eye-related utterings of the Great Ones. Eyes symbolize the truth seen by the eldritch, and the vision that allows hunters to behold them."
Tier I: Gain advantage on Perception (Wisdom) and Investigation (Intelligence) checks. Your Insight permanently count as +5.
Tier II: Gain advantage on Perception and Investigation. Your Insight pernanently count as +10, and you detect hidden creatures within 30 feet.
Tier III: Gain advantage on all Wisdom and Intelligence ability checks. Your Insight permanently count as +15, and you may sense eldritch presences even if they are beyond mortal perception.
Beast[edit]
"A transcription of the roar of a labyrinth beast. The bearer of this rune gains greater affinity with the beast within, but beware, for the line between man and beast is dangerously thin."
Tier I: Gain 1 point of Bestiality upon entering combat. For every 3 points of Bestiality, your melee weapon attacks deal +1d6 additional damage.
Tier II: Gain 1 point of Bestiality upon entering combat. For every 2 points of Bestiality, your melee weapon attacks deal +1d8 additional damage.
Tier III: Gain 2 points of Bestiality upon entering combat. For every 2 points of Bestiality, your melee weapon attacks deal +1d10 additional damage, and at 10+ Bestiality, you gain an additional attack per turn.
Anti-Clockwise Metamorphosis[edit]
"A secret symbol left by Caryll that represents the twisting of time and body, allowing for unnatural dexterity."
Tier I: Your movement speed increases by 10 feet, and your jump distance is doubled.
Tier II: Your movement speed increases by 15 feet, and you may dash as a bonus action.
Tier III: Your movement speed increases by 20 feet, you may dash as a free action once per turn, and you gain resistance to fall damage.
Clockwise Metamorphosis[edit]
"A transcription of a forbidden healing incantation, allowing the bearer to sustain greater damage before succumbing."
Tier I: Increase your maximum hit points by 10 + your Constitution modifier.
Tier II: Increase your maximum hit points by 20 + your Constitution modifier and gain resistance to poison damage.
Tier III: Increase your maximum hit points by 30 + your Constitution modifier, gain resistance to poison and necrotic damage, and you regenerate 1d4 hit points at the start of your turn if below 50% HP.
Heir[edit]
"A rune signifying one's worth as a true hunter. Those who master the Hunt shall inherit power beyond measure."
Tier I: Whenever you land a Visceral Strike, regain hit points equal to the total damage dealt.
Tier II: Whenever you land a Visceral Strike, regain hit points equal to the damage dealt + Proficiency Bonus. If the attack kills the target, you gain 1 Mercury Bullet.
Tier III: Whenever you land a Visceral Strike, regain hit points equal to the damage dealt + Proficiency Bonus × 2, and if the attack kills the target, you regain 1 Blood Vial.
Greater Caryll Runes[edit]
Oedon’s Blessing[edit]
"A rune of the Great One Oedon, the formless. This silent deity is said to only exist in voice, yet its power is undeniable."
Your body becomes a conduit for the unseen. You no longer require physical sustenance, and your body exists in a state of near-weightlessness.
- You gain resistance to psychic and force damage.
- You always count as having at least 20 Insight regardless of your current Insight value.
- You may spend 2 Blood Vial as a reaction to completely nullify an attack that would reduce you to 0 HP.
Moon Presence’s Favor[edit]
"A rune transcribed from the eldritch entity known as the Moon Presence. It whispers promises of eternity and binds hunters to the unending cycle of the Hunt."
You are no longer bound by death in the traditional sense. Instead, you are a hunter reborn in every cycle.
- Upon dying, you may return at the beginning of the next hunt or next dawn, retaining all knowledge and experiences.
- You always count as having at least 15 Insight regardless of your current Insight value.
- You regenerate 2d8 hit points at the start of each of your turns while in combat.
Vileblood Heritage[edit]
"A rune crafted in the deepest chambers of Cainhurst, transcribed from the bloodstained tomes of the forsaken nobles. The bearer of this rune inherits the unholy elegance of the Vilebloods."
Your blood resonates with an unnatural hunger, granting you a deadly grace.
- All of your melee weapon attacks deal additional necrotic damage equal to your Charisma modifier.
- When you reduce a creature to 0 HP, you regain half of the damage dealt as hit points.
- You gain advantage on Charisma (Persuasion) and (Deception) checks against any who have tasted your blood.
Radiance[edit]
"A rune left behind by the long-forgotten Executioners, signifying purity and unrelenting judgment. It glows with an impossible light."
You are anointed as an Executioner, blessed by the remnants of a holy power now long since lost.
- You gain resistance to necrotic and poison damage.
- When an ally within 30 feet of you is reduced to 0 HP, you may use your reaction to instead restore them to half their hit point maximum. This can only be used once per long rest.
- Undead and eldritch creatures take radiant damage equal to your level twice whenever they strike you.
Beast’s Embrace[edit]
"A rune carved from the raw essence of beasthood. Those who wear it shed their humanity, taking on a monstrous form that few can withstand."
Effect: Your body mutates, drawing ever closer to the beast within.
You can enter Beast Form once per short rest, lasting 1 minute.
While in Beast Form, your Strength and Dexterity increase by 4 (to a max of 36).
Your unarmed strikes deal 2d12 slashing damage, and you gain an additional attack per turn.
However, each time you enter Beast Form, you gain 2 points of Bestiality, making it harder to return to your human state.
Great Lake[edit]
"A rune signifying deep communion with the abyssal waters of the cosmos. The bearer is granted protection unlike any other."
Your body becomes unnaturally durable, capable of withstanding even the most ruinous of forces.
- You gain resistance to all damage from magical sources.
- Magical attacks against you deal half damage, and you have advantage on saving throws against spells.
- You may cast Lesser Restoration at will, as your body is imbued with eldritch resilience.
Hunter’s Covenant[edit]
"A rune that signifies a bond between hunters across time and space. The bearer is bound to aid their kin in times of dire need."
You may summon a spectral projection of yourself to aid another hunter.
- Once per long rest, you may choose one creature you can see. For the next minute, a projection of you fights alongside them, mirroring your attacks and movement. The projection cannot be harmed, but if the original body takes damage, the projection disappears.
- While this effect is active, both you and the chosen creature gain a +2 bonus to all attack and damage rolls.
Metamorphosis of the Moon[edit]
"A rune lost to time, rumored to grant the bearer an existence beyond mortality. The chosen few who bear this rune are never seen again."
Your body undergoes an irreversible change, placing you on the precipice of something beyond humanity.
- Your Insight and can never be reduced against your will.
- Your Intelligence and Wisdom scores each increase by 4 (to a max of 36).
- You gain true sight (120 feet) and can comprehend any written or spoken language.
- You no longer require sleep, and time no longer affects your body—you cease aging entirely.
Aquí tienes la Greater Caryll Rune "Semillero (Lenteja de Leche)" en el formato adecuado:
Milkweed[edit]
"A Caryll Rune left behind by those who sought to transcend humanity, embracing a form more in tune with the eldritch flora of the cosmos. Those who bear it find their bodies subtly altered, their very essence shifting towards something... other."
Effect: Your form begins to resonate with the unnatural growth of eldritch flora.
You always count as having at least 10 Insight, regardless of your current Insight value.
- Any roll related to finding objects gets a +20 bonus.
- You gain advantage on Intelligence (Arcana) checks related to eldritch creatures and Great Ones.
- Your body subtly mutates, allowing you to absorb nutrients from liquids alone; you no longer require solid food to survive.