Unblooded (5e Race)
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Unblooded[edit]
Unblooded's are incredibly paranoid and anxious creatures. they are commonly reffered to as the children of the forest, because as far as looks go, they never age past 16. When an Unblooded is born, a blooded is also born at the same time. The bloodeds are born with an inherent need to hunt down and kill their unblooded counterparts. Because their counterparts, the blooded are constantly hunting them, it takes years to gain their trust, and they are incredibly adaptable and good at disguising. Because they are constantly being hunted, there are very few unbloodeds left in the world. Unblooded and Blooded are psychically connected to share memories. However, with enough practice, an Unblooded can block out a Blooded, and vice versa. the unblooded are gentle and kind, while the blooded are powerful and dangerous. as personifications of nature's idea of predator and prey, they simply are driven to do this.
Physical Description[edit]
Unblooded's are incredibly paranoid and anxious creatures. they are commonly reffered to as the children of the forest, because as far as looks go, they never age past 16. When an Unblooded is born, a blooded is also born at the same time. The bloodeds are born with an inherent need to hunt down and kill their unblooded counterparts. Because their counterparts, the blooded are constantly hunting them, it takes years to gain their trust, and they are incredibly adaptable and good at disguising. Because they are constantly being hunted, there are very few unbloodeds left in the world. Unblooded and Blooded are psychically connected to share memories. However, with enough practice, an Unblooded can block out a Blooded, and vice versa. the unblooded are gentle and kind, while the blooded are powerful and dangerous. as personifications of nature's idea of predator and prey, they simply are driven to do this
History[edit]
Long ago, a mage of the forest decided to have two children, one born of the blood and stone of the forest, and another born of the water and life of the forest. These children were doomed from the beginning, as the blooded, those born from blood, are cursed to constantly conquer and kill, and the Unblooded, or waterborns, are constantly trying to run away and hide from their brothers. The mage tried to fix her creations, but it was too late for her, as her unblooded child had been killed by his brother. In her grief, the mage sunk into the forest floor and let the vines and twigs grow around her and entrap her in a cocoon that she can never escape from. Trying to fix what she broke, she is doomed for all eternity to keep making her children the same every time, and hope for a different outcome every time. She was able to make it so that when one of her children dies, they reappear before her, and she must decide if they are worthy to be born back into the forest to start anew.
Unblooded Names[edit]
Male: Fenrir, Orious, Gael, Altes, Caelum, Canis, Indus, Orion, scorpious, etc.
Female: Ara, Akira, Cephius, Circe, Ursa, Vella, velpex, etc.
Unblooded Traits[edit]
Being prey does not mean being weak.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Unbloodeds can live over 100 years before their blooded kills them, if they last that long. However most won't age past 16.
Alignment. Blooded tend to lean toward good and neutral alignments, rarely being evil. Those that do turn towards darker alignments rarely become more than small-time crooks, following strict codes on who it's alright to steal from and who should be spared.
Size. Blooded vary widely in height and build, from barely 4 feet to over 5 1/2 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Enhanced Senses. You gain proficiency in Perception. You also have darkvision out to 60 feet, but can not discern color in darkness.
Life of the Forest. You can use your action to trap a creature within 5 feet of you in vines. Your target makes a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, the target takes slashing damage equal to 1d6 + your Constitution modifier and is knocked five feet away from you. On a success, they take no damage and can make an opportunity attack.
Forest Blend. You have advantage on Stealth checks made to hide among foliage, trees and other plant life.
Hide in Plain sight. You have advantage on Stealth checks in crowded places because of your small stature, that allows you to blend in and hide easily.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose between Nomadic, and Integrated.
Nomadic[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Experienced Forager. You gain proficiency in the Survival skill.
Healer of the Forest. You have the ability to use cure wounds as a cantrip.
Integrated[edit]
Ability Score Increase. Your Intelligence or Charisma score increases by 1.
Extra Language. You can speak, read, and write one extra language of your choosing
Sniping. You have the ability to aim a shot (magic or weaponry) and hide before being identified. You get a circumstance bonus to hide checks equal to twice the number of your level following a ranged attack. In addition, you can increase the range for ranged sneak attacks by an additional 30 feet.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
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*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a <race name> 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.
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d6 | Bond |
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d6 | Flaw |
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