The Great Ones (5e Race)

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The Great Ones[edit]

Every Great One loses its child, and then yearns for a surrogate, and Oedon, the formless Great One, is no different. To think, it was corrupted blood that began this eldritch liaison.
...Ahh, sweet child of Kos, returned to the ocean... A bottomless curse, a bottomless sea. Accepting of all that there is and can be.
—Bloodborne, 2015

Physical Description[edit]

The Great Ones these Kin hail from [1]

The Great Ones come in a vary of shapes and sizes, but in a much more monstrous form than humans. The Great Ones tend to be very tall, massive in size, with strange features that bring all attention to them. Depending on the breed of the Great One will determine its features. Most Great Ones share a few things in common, that being crimson blood, strangely humanoid features, strangely all are female, and all protect and adore children.

The Moon Children having a wasp thin waist yet a large, bleeding rib cage that runs up its length. They have long, clawed hands which can perfectly curl around the average Human. The face of the beast looks like a beating heart, with gasping toothless maws, maybe even eyes, instead of tubes. The Moon Children are said to be descendants of the Moon Presence, and are smaller versions of the original.

The Daughters of Kos, who are pale white humanoids with their skeletons nearly exposed due to their sheer lack of flesh and fat. Fish-like bones erupt from their wrists, forearms, and waist, which The Children of Kos have a membrane, which erupts into two long wings which float like ribbons behind them when their emotions get the better of them. The Children will develop into a Kosem, where their legs meld into one large slug-like tail, where their membrane melts into that goes up to their stomach. They have two human hands, and a woman's face, which is surrounded by white slug-like tentacles. Their back will have thick spikes, which sway like coral, revealing their true rather delicate nature.

The Daughters of Ebrietas are the most common of all the Great Ones seen today. Originally a Human, Ebrietas' Spawn are all legless slugs with large, hollow, tentacled wings. The Wings are actually functional, and their movement tends to be small hops that they then glide through. Their heads are covered in tube worm like growths, with two large glossy jade eyes. Their bodies are covered in a large number of slimy tentacles, but the two thickest ones can act like hands. The rest of the tendrils simply squirm through the air.

Thankfully, due to the Great Ones finally being able to create some children, a rare hybrid is born! These beings are born with a hybrid form, showing off the colors and small features of their true parents' form. Hunters heed virgin women who have strange dreams of the ocean and the stars that grow pregnant,for they give birth to the Great One's Spawn, known as Kin. The Hybrid forms seal away only the form of the Kin, so do not think they be weak. The little girl across the street might just be what has been driving the old fishermen mad.

Those who hunt down the Kin know of their strange curse. All Kin bleed a pus-like, yellow and pale blood.


The Great Ones are multidimensional monstrosities, worshiped as gods by those of willing to revel in the dark arts. Due to the malformed worship of the Great Ones, ancient figures in mythology might truly be Great Ones. In a town that devotes itself to drinking blood instead of alcohol, a mad god of blood dripped his essence. All of the towns people started to drift into another plane, where the Great Old Ones can make contact. The Astral Spirits turned people mad from their power and through the sheer horror of their own twisting, melting and devoured bodies.

Those Humans who are strong enough to fight the Great Old Ones are the ones they seek most. They wish to spawn children, for they have become to warped to make any themselves. The monsters will ravage the mind of a woman they find, or mutate a man's essence, to try and achieve this solution. If they are ever successful, the women with the new spawn will wake up back in their realm, and eventually birth a slightly malformed version of their species. This hybrid is technically not Great Old Ones, but instead are refereed to as Kin. Kin are an evolution of their base species, and are blessed by the Great Ones. Either way, the Great Ones will silently watch over their children, awaiting the day when they gain the strength to travel through planes and return to their true mothers.


The Kin of the Great Old Ones assimilates into their base society extremely well. Depending on the community, however, will determine if they are accepted or not. Those Human tribes that enjoy the concept of mutants and hybrids will find kinship with them. Half-Orcs, Half-Elves and the sort understand the plight of the bastard Kin. Kins tend to be a product of this result, being social and friendly or cold and bitter on how they are treated. Kin are very open minded during their birth, and possess a strong sense of curiosity and drive to learn. These features were all engineered by the Great Old Ones to try and allow their kin to adapt.

When Kin grow, they become more open-minded. It is said that when they hit the age of around twenty years, their brain grows eyes on the inside. When this occurs, they gain the power to infiltrate dreams. Kin see through the lines of reality, and know that other realms exist. From there on, the lives of the Kin determine their paths.

The Great Ones Names[edit]

Great Old Ones and their Kin tend to only keep a personal name, and distance themselves from their lineage in an effort to make themselves strong. Until they grow their inner eyes at the age of about twenty, those who know they are a Kin will refer to themselves as an 'Orphan of ---'. Some prefer to merely refer to themselves as things due to it showing a sense of what they are, and how dedicated or similar to the object they are. An example is Mergo's Wet Nurse, whom forgot her name due to how long she was a nurse and simply dedicated herself to Mergo.

Male: (Note: The strongest of Great Old Ones are referred to as Male only as formality based on culture) Oedon the Formless One, The Orphan of Kos

Female: Ebrietas the Daughter of the Cosmos, The Moon Presence, Amygdala, Mergo's Wet Nurse, The Brain of Mensis, Kos, Kosm, Ebrietas the Daughter of the Cosmos

Kin Traits[edit]

Monsters from another plane have given spawn to Abberations through Virgin mothers. These Hybrid beasts revel in madness, unleashing it upon the world.
Ability Score Increase. +1 to Intelligence, +1 to Wisdom
Age. After the age of 20, the Great Old Ones do not age. Only dying in battle can kill them that point on.
Alignment. Kin almost always go chaotic, constantly getting farther and farther away from people. The Kin and the Great Ones are incredibly selfish, though in what way matters on their alignment. Some are greedy for their friends, and tend to be good, while others can have a insatiable desire for knowledge no matter what. Most end up Neutral or Evil. However, they are also benevolent towards those who give them their space and leave them be.
Size. Kin of the Great Old One takes the general size of the race they were born from. As such, they take their size, normally being medium.
Speed. Your base walking speed is 30 feet. Your legs are strong enough to leap the entire distance, making it in one bound!
Kin of the Great Old Ones. You are not of this world. Your origins grant you an immunity to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You have never had or will have a dream in your life; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Others who have this trait can talk with you as if using the Message spell if you are within 500 feet, but only if at least one member of the conversation is in their Inactive State.
Dreamborne. Nothing can put you to sleep or dream, and you do not need to rest for ad4 days after every rest.
Nightmarish Release. You can use your action to show the world your ancestral power. This attacks all foes within 10 feet of you, dealing Psychic damage. When you use your Nightmarish Release, each creature in the area must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your Nightmarish Release, you can’t use it again until you complete a short or long rest. If the foe fails their save by more than 6 points, they gain a Short-Term madness. If the foes fails by more than 12 points, they gain a Long Term madness. If they fail by 18 or more, they gain an Indefinite Madness, and see an illusion of your mother above you. Foes who fail this may roll, or can pick 2 from a roll of 30, 80 or 81.
Made by the Blood, Borne by the Blood, Die by the Blood. You must choose a subrace, and if you ever worship a god, you worship the domain Arcana and the Great One that made your soul.
Maternal Charm. Infants and children within the first 20% of their species age charm the Kin, and the Kin has advantage to calm them.
Yellow Sickly Blood. Kin have unique yellow blood, and any of those aware of this trait have advantage to track a Kin that has taken damage in a fight until the kin stops bleeding
Languages. Common, and Abyssal

Moon Children[edit]

The form a Kin[2]

Bone Blades and Tentacle Hair. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. While in the day you take 1d4 radiant damage when you do one of these strikes. The tentacle hair can also hold onto one additional object, counting as a free hand.
Moon Presence. When under the direct light of a full or new moon, the moon appears blood red. Those who suffer from madness, have a Intelligence/Wisdom score of 18 or more, or can see invisible things, can see the full form of the Moon Presence behind you. You deal an additional 1d6 psychic damage to those who see the Moon Presence.
Sunlight Sensitivity. Disadvantage to attack rolls and Perception checks whenever you, your target, or what you're trying to perceive are in direct sunlight.
Mind Invasion. A Moon Child can invade dreams by embracing the target in a hug, with their head pressed into the stomach of the target. The Moon Child will melt and hide within the target, watching their dreams and learning more about them. This can only work on natural sleep, and the Moon Child must be benevolent to the host of the dream. The Moon Child can control the dream as long as no harm comes to the host, but if they die in their sleep they simply wake up. If the host dies while they are inside, they take 1d4 days to reform where the person died. The Moon Child will get a long rest as well with the target. Whenever the dream ends, the Moon Child will either form in the same bed, or leaning over their target.

Daughters of Eberitas[edit]

Cosmic Knowledge. You know the vicious mockery cantrip, but do not need to speak to cast it. When you reach 3rd level, you can cast the moonbeam spell once per day. When you reach 5th level, you can also cast the ice storm spell once per day. Wisdom is your spellcasting ability for these spells.
Weakened Legs. Your movement speed is 5 feet
Weak Wings. You have a flying speed of 15 feet. You can always fly with your membrane-less wings, unless you don't have the space to open up your 5 foot wings. The flying is more realistically a hop and levitate than actual flying. You always stop flying at the end of a turn.
Maternal Embrace. The Great One Eberitas grants you the ability to gain her wings. After you cast a spell, your wings double in majesty. The empty tendrils allow you to charge a foe within 15 feet, making an apposed Athletics or Acrobatics roll to grapple the foe. Your wings surround the foe, granting heavy cover to all targets the foe tries to hit other than you. You may do this as many times as your Wisdom modifier.
Fiendish Fluid. The Daughters of Eberitas has a protective layer of crimson fluid below their skin to hide their Kin nature, and provide a cushion against blows. When the Daughters are below half their max hit points, the layer is depleted and they look a lot more sickly. They gain -2 to physical checks while depleted, and it only regenerates once they get back up past 75% max hit points.

Daughters of Kos[edit]

Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Chaotic Leap. The range for all your single-targeting melee attacks, if below 25 feet, are set to 25 feet. If you attack a foe with this bonus range you leap to be adjacent with them, or travel directly over them in your jump. You only trigger opportunity attacks with targets you were adjacent with before you leaped, or if you travel directly over someone.
Heart of the Sea. Gain a 40 foot underwater swim speed, and the ability to walk on top of water.
Dead Goddess. Unlike the other Kin, this Kin's mother, Kos was killed. Whenever they see the moon, the Daughters of Kos feel a great sadness, and a intense desire to simply just watch the moon in mourning. A Charisma save of DC 16 is required to break you away from your inborn sulk.

Random Height and Weight[edit]

5′ 8″ +x2d8 inches 180 Pounds lb. × (12) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Kin character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I see the world in extremes, either kind or against me
2 Insults and degradation do not matter to me
3 Might makes right, and when something weak tries to destroy me, I find it just adorable!
4 Action and mindless violence is for others, I prefer to think and plan
5 I want everything, be it a tiny trinket or the beautiful woman walking down the road, I must have it!
6 Anyone who is trying to be nice to me is simply trying to get something
7 Power over lives is exquisite, having so many (Depends on alignment, Be it Slave or Worshiper or Friend) fills me with content glee!
8 I am a pompous, golden god child! I am the best thing in the room, and not even hell or high water will take that from me!
d6 Ideal
1 Anxious. I am willing to live with others as long as they keep me safe (Good)
2 Freedom. My own will is all I need to be happy (Chaotic)
3 Strength. Might makes right, and the stronger you are the more you deserve! (Evil)
4 Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic)
5 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
6 Greed. I'm only in it for the money and fame. (Evil)
d8 Bond
1 I worked the land, I love the land, and I will protect the land.
2 Nothing is more important than the other members of my hermitage, order, or association.
3 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
4 My honor is my life.
5 I sponsor an orphanage because I can't stand to see children cry
6 I've been searching my whole life for the answer to a certain question.
7 I sold my soul for knowledge. I hope to do great deeds and win it back.
8 I suffer awful visions of a coming disaster and will do anything to prevent it.
d8 Flaw
1 My piety sometimes leads me to blindly trust those that profess faith in my mother.
2 I am suspicious of strangers and suspect the worst of them.
3 I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
4 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I'd risk too much to uncover a lost bit of knowledge.
7 I secretly believe that everyone is beneath me
8 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

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