Variant Rules (Bloodborne Supplement)
Variant Rules (Bloodborne Supplement)[edit]
The world of Bloodborne is one of relentless horror, cosmic mysteries, and eldritch power. Hunters do not merely grow stronger through traditional means; instead, they sacrifice, adapt, and evolve, embracing the blood and madness that fuels their existence.
This supplement introduces additional mechanics that work alongside the standard leveling system of Dungeons & Dragons 5e, bringing the unique progression of Bloodborne into tabletop gameplay. These mechanics reflect the brutality, progression, and power fantasy of the Bloodborne universe while maintaining balance within a high-power campaign.
These rules are mandatory when using this supplement, as the game is designed around their inclusion. Removing them may lead to an unbalanced experience or unintended consequences.
Supplement Rules[edit]
These rules are core mechanics of the supplement and must be used to maintain balance and progression. Unlike standard D&D, the Hunters of Bloodborne follow an alternative system of growth, designed to capture the feeling of gaining strength through battle, blood, and eldritch knowledge.
Blood Echoes & Progression System[edit]
Hunters do not gain experience solely through standard D&D leveling. Instead, they accumulate Blood Echoes, which serve as both currency and an additional resource for improving attributes.
The traditional leveling system of D&D 5e remains intact, but Hunters may also spend Blood Echoes to improve their attributes, buy abilities, and acquire new strengths outside de la progresión estándar de niveles.
Earning Blood Echoes[edit]
Hunters acquire Blood Echoes primarily through combat, exploration, and interaction with supernatural elements of the world. Each source of Blood Echoes has its own rules for determining how many are obtained and under what conditions.
Once obtained, Blood Echoes must be spent wisely. They do not function as standard gold in *D&D* and can be lost permanently if a Hunter dies before spending or securing them.
Slaying Enemies[edit]
Defeating enemies is the most common way to earn Blood Echoes. The number gained depends on the target's Challenge Rating (CR) and additional traits.
- Base Blood Echoes Per CR
CR of Enemy | Blood Echoes Awarded |
---|---|
0-1/4 | 5-15 Blood Echoes |
1/2 | 25 Blood Echoes |
1 | 50 Blood Echoes |
2 | 100 Blood Echoes |
3 | 175 Blood Echoes |
4 | 250 Blood Echoes |
5 | 350 Blood Echoes |
6 | 500 Blood Echoes |
7 | 650 Blood Echoes |
8 | 800 Blood Echoes |
9 | 1,000 Blood Echoes |
10+ | 1,500+ Blood Echoes (subject to DM discretion) |
- Additional Modifiers
- Eldritch Influence: Enemies corrupted by eldritch beings grant +50% Blood Echoes.
- Blood-Drained Creatures: Constructs or undead without fluid life grant 50% fewer Blood Echoes.
- Mini-Bosses: Unique or elite versions of creatures grant double Blood Echoes.
Completing Hunts & Contracts[edit]
Fulfilling special hunts or contracts grants a substantial amount of Blood Echoes. These may require eliminating specific creatures, retrieving artifacts, or investigating supernatural disturbances.
- Hunts & Contract Rewards
- Base Echoes: Equal to the CR of the primary enemy ×3.
- Additional Rewards:
Slaying extra enemies in the area: +10% bonus. Completing the hunt without detection or damage: +20% bonus. Discovering the cause of the hunt: +25%-50% bonus.
Example Hunt Contract: A contract to hunt a Bestial Hunter (CR 5) would reward:
- Base: 350 Blood Echoes.
- Bonus for eliminating its pack (10% bonus): 35 extra Blood Echoes.
- Bonus for avoiding damage (20% bonus): 70 extra Blood Echoes.
- Bonus for discovering the transformation source (50% bonus): 175 extra Blood Echoes.
- Total: 630 Blood Echoes.
Uncovering Eldritch Knowledge[edit]
Understanding the forbidden truths of the cosmos grants Blood Echoes, but at a terrible cost. Eldritch knowledge can be gained from arcane texts, interactions with Great Ones, or deciphering unnatural events.
- Blood Echo Rewards from Eldritch Knowledge
- Minor discoveries: 50-250 Blood Echoes.
- Moderate revelations: 500-1,000 Blood Echoes.
- Major truths about the Great Ones: 2,000+ Blood Echoes.
- Risks of Eldritch Knowledge
- Gain 1d4 points of Madness (DM discretion).
- Receive a blessing or curse from an eldritch entity.
- Attract the attention of Great Ones.
Example of Eldritch Discovery: A Hunter finds a manuscript detailing the location of a void gate.
- Rewards: 1,000 Blood Echoes.
- Risk: Make a Wisdom save (DC 15) or gain 2 points of Madness.
Consuming Forbidden Remnants[edit]
Absorbing the essence of powerful beings—such as Great One viscera, Hunter blood remnants, or soul echoes—yields large amounts of Blood Echoes but comes with irreversible effects.
- Blood Echoes from Forbidden Consumption
- Minor remnants (fallen hunters, bestial fragments): 250-750 Blood Echoes.
- Aberrant creatures or minor Great Ones: 1,500-3,000 Blood Echoes.
- Essence of a True Great One: 5,000+ Blood Echoes (with a major consequence).
- Potential Consequences
- Mutations (physical or mental).
- Hallucinations and permanent Madness.
- A lasting connection to the consumed entity.
Example of Forbidden Consumption: A Hunter consumes the Heart of Ebrietas, Daughter of the Cosmos.
- Gains: 5,000 Blood Echoes.
- Consequence: Develops eldritch eyes under their skin (-2 Wisdom permanently).
High-Risk Encounters[edit]
Taking greater risks in battle grants bonus Blood Echoes. Facing overwhelming odds, refusing aid, or using self-imposed handicaps all increase rewards.
- Risk-Based Bonus Rewards
- Fighting 2x or more enemies of equal/higher CR: +25% Blood Echoes.
- Hunting solo (no party or NPC assistance): +50% Blood Echoes.
- Completing a battle without healing: +25% Blood Echoes.
- Taking no damage during the encounter: +25% Blood Echoes.
Example High-Risk Battle: A Hunter fights Ludwig, The Holy Blade (CR 20) under extreme conditions:
- Base Reward: 5,000 Blood Echoes.
- Solo battle bonus (50% bonus): 2,500 extra Blood Echoes.
- No healing bonus (25% bonus): 1,250 extra Blood Echoes.
- No damage taken bonus (25% bonus): 1,250 extra Blood Echoes.
- Total: 10,000 Blood Echoes.
Attribute Scaling & Equipment Progression[edit]
In this supplement, the traditional statistics from Bloodborne have been integrated directly into Dungeons & Dragons 5e, rather than functioning as a separate system. This allows for a seamless progression experience while retaining the unique mechanics of Bloodborne.
Attribute Conversion[edit]
Instead of using separate statistics for Bloodborne mechanics, they are merged with standard D&D attributes. Each Bloodborne attribute is mapped to its closest equivalent in D&D 5e:
Bloodborne Stat | D&D 5e Attribute | Description |
---|---|---|
Vitality (VIT) | Constitution (CON) | Determines the hunter's durability, maximum HP, and resilience to damage. |
Endurance (END) | Strength (STR) & Constitution (CON) | Affects stamina, defensive endurance, and overall toughness. |
Strength (STR) | Strength (STR) | Governs the ability to wield heavy weapons and deliver powerful melee attacks. |
Skill (SKL) | Dexterity (DEX) | Represents precision, finesse-based combat, and technical weapon mastery. |
Bloodtinge (BLT) | Charisma (CHA) | Influences the damage of blood-infused weapons such as firearms and Chikage. |
Arcane (ARC) | Intelligence (INT) & Wisdom (WIS) | Determines eldritch power, scaling with arcane weapons and magic. |
By integrating Bloodborne’s progression into D&D 5e, Hunters can level up normally while also investing in their attributes using Blood Echoes.
Weapon Scaling System[edit]
Weapons in this setting feature attribute scaling similar to Bloodborne. Instead of using a static attack modifier, weapons scale dynamically with the hunter’s abilities.
Scaling Rank & Damage Calculation[edit]
Each weapon possesses an attribute scaling rank represented by S, A, B, C, D, or E. This rank determines how much bonus damage is applied based on the corresponding ability score.
Scaling Rank | Multiplier to Attribute Modifier | Example |
---|---|---|
S (Superior) | 1.5 × Ability Modifier | Rakuyo (Dexterity S) → A Dexterity modifier of +5 becomes +7.5. |
A (High) | 1.25 × Ability Modifier | Ludwig’s Holy Blade (Strength A) → A Strength modifier of +4 becomes +5. |
B (Good) | 1.0 × Ability Modifier | Chikage (Bloodtinge B) → A Charisma modifier of +3 remains +3. |
C (Average) | 0.75 × Ability Modifier | Holy Moonlight Sword (Arcane C) → An Intelligence modifier of +2 becomes +1.5. |
D (Low) | 0.5 × Ability Modifier | Boom Hammer (Arcane D) → An Intelligence modifier of +1 becomes +0.5. |
E (Minimal) | 0.25 × Ability Modifier | Low-tier weapons that barely benefit from stats. |
Weapon Scaling Example[edit]
A hunter with Strength 16 (+3) and Dexterity 18 (+4) wields the Ludwig’s Holy Blade (Strength A, Dexterity C).
The bonus damage calculation is as follows: (Strength +3 × 1.25) + (Dexterity +4 × 0.75) = (3.75) + (3.0) = +6.75 → Rounded to +7 additional damage.
This system ensures weapons feel powerful as the hunter progresses, while still adhering to D&D balance.
Armor Scaling System[edit]
Instead of following the traditional D&D armor class system, Bloodborne armor focuses on damage reduction rather than just increasing AC.
Armor Scaling & Damage Reduction[edit]
Armor in this setting reduces incoming damage based on the hunter’s attributes, depending on its weight class.
Armor Type | Scaling Attributes | Effect |
---|---|---|
Light Armor (Hunter’s Garb, Crowfeather Set) | Dexterity & Bloodtinge | Reduces physical damage by Dex Mod × 0.75. |
Medium Armor (Yahar’gul Set, Gascoigne’s Set) | Endurance & Strength | Absorbs damage equal to End Mod × 1.0. |
Heavy Armor (Cainhurst Set, Executioner’s Set) | Strength & Endurance | Reduces incoming damage by (Str Mod + End Mod) × 1.25. |
Armor Scaling Example[edit]
A hunter with Endurance 16 (+3) and Strength 14 (+2) wears the Yahar’gul Set.
Their damage absorption is calculated as: (Endurance +3 × 1.0) = 3 points of physical damage reduction per hit.
For heavy armor like Cainhurst Set: (Strength +2 + Endurance +3) × 1.25 = 6.25 → Rounded to 6 damage reduction. This means that light armor favors mobility, while heavy armor provides significant survivability.
Weapon and Armor Upgrades[edit]
Weapons and armor in the Bloodborne supplement are not static; they can be enhanced and customized using Blood Echoes and rare materials.
Upgrades not only increase the weapon's damage and effectiveness, but they can also alter its scaling and add unique effects. Armor, while it does not provide traditional bonuses like in D&D 5e, can evolve with special materials, granting additional resistances and advantages.
Weapon Upgrades[edit]
Hunters can strengthen their weapons by spending Blood Echoes and special materials. Each upgrade increases the weapon's power and may enhance its scaling.
Upgrade Process[edit]
To upgrade a weapon, a hunter must spend a specific amount of Blood Echoes and provide the required materials. Upgrades can be applied at a Hunter's Workshop or by a specialized blacksmith.
Each weapon has 10 upgrade levels, with each level increasing its damage bonus and potentially its Scaling Rank.
- Blood Echo Cost per Upgrade Level
Upgrade Level | Blood Echo Cost | Required Material |
---|---|---|
+1 | 500 | Small Blood Shard |
+2 | 1,000 | Small Blood Shard |
+3 | 2,000 | Medium Blood Shard |
+4 | 4,000 | Medium Blood Shard |
+5 | 8,000 | Large Blood Shard |
+6 | 15,000 | Pure Blood Shard |
+7 | 25,000 | Coagulated Ancient Blood |
+8 | 50,000 | Refined Ancient Blood |
+9 | 100,000 | Echo of a Great Hunter |
+10 | 250,000 | True Blood of a Great One |
Note: The amount of Blood Echoes and the rarity of materials make reaching advanced upgrades a significant challenge.
Upgrade Effects[edit]
Each upgrade level grants the following benefits:
- +1 attack and damage bonus every two levels (+1 at +2, +2 at +4, etc.).
- Scaling Rank Improvement: Some upgrades increase weapon scaling (Example: C → B → A).
- Access to Blood Gem slots (unlocked at +3).
- Potential transformation into special weapons (at +10).
Blood Gems[edit]
Blood Gems are crystals imbued with the power of blood and madness. They are embedded into weapons to grant special effects and unique bonuses.
Gems vary in quality and type, affecting different aspects of the weapon.
Types of Blood Gems[edit]
Each gem has a unique shape and effect. Some increase damage, while others grant elemental effects or attack speed improvements.
- Example Blood Gems
Name | Type | Effect |
---|---|---|
Brutal Strength Gem | Physical | +10% physical weapon damage |
Cursed Blood Gem | Vampiric | Restores 5% of damage dealt as HP |
Ebrietas Arcane Gem | Arcane | Weapon deals +1d6 arcane damage |
Celestial Lightning Gem | Elemental | Converts 50% of damage into lightning damage |
Accursed Madness Gem | Unstable | +20% damage, but gain +1 Madness on attack |
Usage & Insertion:
- A weapon can have up to 3 Blood Gem slots (unlocked at +3, +6, and +9).
- Gems can be replaced but not reused once extracted.
Armor Upgrades[edit]
Unlike weapons, armor cannot be directly upgraded, but certain pieces can evolve using special materials.
Armor Transformations[edit]
Instead of increasing AC, hunter armor can receive passive upgrades when exposed to unique substances.
- Example Transformations
Material | Transformation | Effect |
---|---|---|
Beast Blood | Bestial Armor | Resistance to slashing damage |
Ancient Blood | Great Hunter's Armor | Advantage on Madness saving throws |
Blood of a Great One | Abyssal Armor | Immunity to fear and corruption effects |
Special Rules:
- Only one enhancement can be applied per armor piece.
- Enhancements cannot be removed once applied.
Upgrade Materials[edit]
Hunters need rare materials to upgrade their weapons and armor. These materials are found in advanced hunts, by defeating powerful creatures, or exploring ancient ruins.
- Example Materials & Acquisition
Name | Rarity | Source |
---|---|---|
Small Blood Shard | Common | Minor enemies (CR 1-4) |
Large Blood Shard | Uncommon | Beasts (CR 5-10) |
Pure Blood Shard | Rare | Minor bosses (CR 11-14) |
Ancient Blood | Very Rare | Major bosses (CR 15-18) |
Blood of a Great One | Legendary | Defeating a Great One (CR 19+) |
Usage in Campaigns:
- Rare materials should be limited and difficult to obtain.
- The DM may include specific quests to acquire legendary materials.
Blood Echoes Character Advancement[edit]
The Bloodborne supplement introduces an alternative method of character progression using Blood Echoes, allowing Hunters to enhance their abilities outside of traditional D&D leveling.
Instead of waiting to reach a new level, players can spend Blood Echoes to improve attributes and refine their playstyle at any point, provided they have access to a Hunter’s Workshop or another valid upgrading location.
This system does not replace standard D&D leveling but complements it, giving players more customization and flexibility in their growth.
Spending Blood Echoes for Character Advancement[edit]
Blood Echoes can be spent to upgrade various attributes, each of which influences different aspects of gameplay.
Upgrade Locations
- Upgrades must be performed at a Hunter’s Workshop or another designated location (e.g., a ritual site, a Great One’s altar).
- Hunters cannot upgrade during combat or while in unsafe areas.
- Attributes That Can Be Upgraded
Hunters may choose to increase any of the following standard D&D attributes, now adapted to fit the Bloodborne progression system.
Attribute | Bloodborne Equivalent | Effect | Blood Echo Cost per Upgrade |
---|---|---|---|
Strength | Strength | Affects Strength-scaling weapons and carrying capacity. | 600 x current level |
Dexterity | Dexterity | Affects Dexterity-scaling weapons, firearms, and dodging. | 600 x current level |
Constitution | Vitality | Increases HP Maximum (adds 5 HP per upgrade). | 500 x current level |
Intelligence | Arcane | Enhances arcane abilities and special effects on weapons. | 800 x current level |
Wisdom | Insight | Affects Madness resistance and perception of eldritch entities. | 1,000 x current level |
Charisma | Bloodtinge | Increases damage with firearms and blood-infused weaponry. | 900 x current level |
- Attribute Descriptions and Benefits
Each attribute plays a key role in a Hunter’s effectiveness in battle and survival.
1. Strength (Heavy Weapon Mastery & Physical Power)
- Increases attack bonus and damage for weapons that scale with Strength.
- Required for using heavy trick weapons such as Ludwig’s Holy Blade or Kirkhammer.
- Affects grappling and carrying capacity.
- Each point adds +1 bonus damage to Strength-scaling weapons.
Example: A Hunter with 20 Strength would deal +10 bonus damage with a weapon that scales at A-rank Strength.
2. Dexterity (Speed, Firearm Handling & Precision Combat)
- Increases attack bonus and damage for Dexterity-based weapons.
- Affects firearm accuracy and reloading speed.
- Reduces fall damage and improves dodging effectiveness.
- Required for using light trick weapons such as the Saw Cleaver or Rakuyo.
Example: A Hunter with 18 Dexterity would reload firearms faster and take 50% less fall damage.
3. Constitution (Survivability & Endurance)
- Each upgrade adds +5 HP to max health.
- Increases resistance to bleed, poison, and frenzy effects.
- Improves physical endurance, reducing non-magical damage by 1 point per upgrade.
- Essential for sustained combat and tanking heavy hits.
Example: A Hunter with 25 Constitution would have 125 extra HP and take 5 less damage from non-magical sources.
4. Intelligence (Supernatural Abilities & Arcane Power)
- Enhances arcane weapons and eldritch abilities.
- Allows interaction with forbidden artifacts and knowledge.
- Boosts arcane-based Blood Gems and magic-infused trick weapons.
Example: A Hunter with 22 Intelligence deals extra arcane damage with Eldritch weapons and can decipher eldritch inscriptions.
5. Wisdom (Madness Resistance & Eldritch Awareness)
- Determines how much of the eldritch truth the Hunter perceives.
- Higher Wisdom reveals hidden enemies, secrets, and eldritch horrors.
- Reduces Madness gain from forbidden knowledge.
- At high levels, Wisdom can cause hallucinations, Great One attention, or paranoia effects.
Example: A Hunter with 20 Wisdom has advantage on Madness saves and can see eldritch beings in the material plane.
6. Charisma (Bloodtinge & Firearm Mastery)
- Increases damage with firearms and blood-infused weapons.
- Required for using Bloodtinge weapons like Evelyn or Chikage.
- Higher Charisma grants better effects from Blood Bullets.
Example: A Hunter with 24 Charisma would deal massive firearm damage and regenerate Blood Bullets faster.
Leveling & Progression Notes[edit]
1. Hunters Still Gain Standard D&D Levels
This system does not replace normal D&D leveling. Blood Echo upgrades offer extra customization outside of standard XP growth.
2. Scaling Costs Ensure Balanced Progression
Blood Echo costs increase with each attribute upgrade to prevent power creep. Hunters must decide which attributes to prioritize.
3. Wisdom as a Double-Edged Sword
Higher Wisdom grants knowledge and abilities but also increases Madness risk. Too much Wisdom may trigger hallucinations, Great One attention, or paranoia effects.
- Example Blood Echo Advancement
A Level 5 Hunter (base D&D level 5) decides to invest 20,000 Blood Echoes into upgrades.
- Constitution +3 (1,500 BE total) → +15 HP
- Strength +2 (2,400 BE total) → +2 weapon damage
- Charisma +1 (900 BE total) → +1 firearm damage
- Wisdom +4 (4,000 BE total) → Unlocked hidden eldritch knowledge
- Intelligence +3 (2,400 BE total) → Increased magic resistance and damage
Lucidity & Eldritch Perception[edit]
In the Bloodborne supplement, **Lucidity** represents a Hunter’s awareness of eldritch truths and their exposure to cosmic horrors. Unlike standard knowledge, Lucidity does not measure intelligence or learning but rather one’s ability to comprehend and endure the horrors beyond reality.
Lucidity is both a blessing and a curse—the more a Hunter understands, the more they can perceive hidden truths, but at the cost of their sanity and stability.
How Lucidity Works Lucidity is measured as a numerical value (ranging from 0 to 99) that fluctuates based on a Hunter’s experiences, choices, and interactions with the eldritch world.
Hunters can gain Lucidity through certain actions, but having too much comes with risks.
Gaining Lucidity[edit]
Lucidity increases when a Hunter witnesses, interacts with, or consumes forbidden knowledge.
Action | Lucidity Gained |
---|---|
Witnessing an eldritch being (e.g., a Great One) | +3 to +10 |
Defeating a Great One | +5 |
Reading an eldritch tome or forbidden scripture | +2 to +5 |
Discovering hidden cosmic truths | +2 to +8 |
Using an Insight Potion or consuming eldritch material | +1 to +4 |
Communing with a Great One | +10 |
Witnessing an impossible event (e.g., non-Euclidean space) | +3 |
The DM may award Lucidity whenever the Hunter uncovers eldritch secrets or has mind-altering revelations.
Losing Lucidity[edit]
Lucidity can also decrease through specific actions:
Action | Lucidity Lost |
---|---|
Taking Madness damage | -1 to -5 |
Willingly suppressing knowledge (rituals, self-induced ignorance) | -2 to -5 |
Being cured of an eldritch affliction | -3 |
Absorbing too much eldritch energy (forced suppression) | -5 to -10 |
A Hunter can choose to lower their Lucidity through certain means, but doing so may come at the cost of losing eldritch abilities or their ability to see hidden horrors.
Effects of Lucidity[edit]
Lucidity comes with both advantages and disadvantages, which change as the Hunter’s Lucidity score increases.
Lucidity Tiers & Their Effects[edit]
Lucidity Level | Benefits | Risks |
---|---|---|
0-9 (Low) | Cannot perceive eldritch beings. Immune to Madness effects. | Cannot see hidden enemies or eldritch entities. |
10-29 (Stable) | Can see minor eldritch distortions. Gains resistance to psychic damage. | Mild hallucinations in high-eldritch areas. |
30-59 (Awakened) | Can see hidden creatures and invisible eldritch beings. Access to special eldritch weapons. | Madness saves become more frequent. Some creatures become more hostile. |
60-89 (Deep Insight) | Gains advantage on Intelligence (Arcana) checks related to cosmic entities. Eldritch abilities and weapons become more powerful. | Madness resistance is lowered. Hallucinations may provide false information. |
90+ (Lucid Mind) | Full perception of the eldritch truth. Can see all hidden entities at all times. Gains resistance to fear effects. | Permanently vulnerable to psychic damage. Some Great Ones take notice. Mind-altering whispers are constant. |
Lucidity Effects on Gameplay[edit]
1. Seeing the Unseen[edit]
- Hunters with 30+ Lucidity can see eldritch creatures, invisible entities, and cosmic distortions that others cannot.
- This means they may see enemies before others do, but also witness horrors that others are spared from.
Example: A Hunter with 40 Lucidity enters a ruined chapel. While their allies see only an empty hall, they perceive writhing eldritch tendrils lining the walls and a massive hidden beast watching them from above.
2. Unlocking Eldritch Weapons & Powers[edit]
At higher Lucidity levels, Hunters gain access to special weapons and abilities that lower-Lucidity characters cannot wield.
- Certain arcane weapons (like the Kos Parasite) require at least 50 Lucidity to function at full power.
- Eldritch spells and techniques become stronger as Lucidity increases.
- Some hidden areas of the world only appear to those with 40+ Lucidity.
3. Madness & Sanity Loss[edit]
Lucidity comes at a cost—the more a Hunter knows, the more unstable they become.
- At 40+ Lucidity, Hunters must make Madness Saving Throws when exposed to cosmic horrors.
- At 60+ Lucidity, these saves become harder, and occasional hallucinations may occur.
- At 90+ Lucidity, the Hunter permanently hears eldritch whispers, which may or may not be real.
4. Hostility from Certain Creatures[edit]
As a Hunter’s Lucidity increases, certain eldritch creatures react differently:
- Low-Lucidity Hunters may go unnoticed by some entities.
- High-Lucidity Hunters are seen as a greater threat, causing eldritch beings to attack on sight.
- Some creatures may even whisper to high-Lucidity Hunters, luring them into traps or revealing cryptic truths.
- Example of Lucidity in Action
- Scenario 1: Low Lucidity (10-20)
A Hunter with 15 Lucidity walks into the abandoned Lecture Building. They see only dust-covered books and broken furniture.
- Scenario 2: Moderate Lucidity (30-50)
A Hunter with 35 Lucidity enters the same building. They begin to see shimmering distortions in the air. The books whisper as they pass, and shadowy figures flicker in the corners of their vision.
- Scenario 3: High Lucidity (80+)
A Hunter with 85 Lucidity steps inside. They immediately hear hundreds of voices screaming in unison. The walls are covered in alien sigils that shift and move. A massive invisible horror looms over them, its thousand eyes locked onto their soul.
- Lucidity in a Campaign Setting
1. The DM should track Lucidity and describe the world differently for players with varying levels. 2. Lucidity can provide new narrative opportunities, such as:
Unlocking hidden locations. Gaining forbidden knowledge. Encountering Great Ones directly.
3. Too much Lucidity can be dangerous, forcing players to balance their perception of the truth and their mental stability.
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Trick Weapons & Transformations[edit]
Trick Weapons are a core feature of the Bloodborne setting, defining the combat style of Hunters. Unlike conventional weaponry, Trick Weapons are versatile tools of war, capable of shifting between multiple forms to adapt to different combat scenarios.
This system introduces a unique transformation mechanic, allowing Hunters to seamlessly switch between weapon modes to gain tactical advantages in battle.
Trick Weapon Mechanics[edit]
Trick Weapons are designed to be highly adaptable, enabling Hunters to adjust their attack speed, damage, range, and special effects by shifting between forms.
Key Features of Trick Weapons[edit]
- Multi-Form Combat – Each Trick Weapon has two or more forms, with unique stats and properties.
- Weapon Transformations – Hunters can shift between weapon forms as a bonus action by default. Some upgrades allow transformations as a reaction.
- Scaling with Blood Echoes & Lucidity – Some advanced Trick Weapons require a minimum Lucidity or Blood Echo investment to fully unlock their transformations.
- Adaptive Combat – The flexibility of Trick Weapons allows for dynamic combat strategies, rewarding skillful use of their shifting mechanics.
Using Trick Weapon Transformations[edit]
Trick Weapon transformations follow specific rules based on how and when they can be triggered.
Transforming in Combat[edit]
- Bonus Action: Hunters can switch between Trick Weapon forms as a bonus action on their turn.
- Reaction (Advanced Upgrade): Certain weapons or enhancements allow instant transformations as a reaction when attacked or after a hit.
- Multi-Weapon Switching: A Hunter wielding two Trick Weapons may only transform one at a time unless they have an ability that states otherwise.
Weapon Form Differences[edit]
Each Trick Weapon has at least two forms, which may alter:
- Attack Speed – Faster strikes vs. heavier swings.
- Range – Short, precise attacks vs. wide-reaching slashes.
- Damage Type – Some transformations change a weapon’s damage type (e.g., slashing to piercing).
- Scaling – Certain forms may favor different attributes (Strength, Dexterity, Arcane, etc.).
- Weapon Properties – Some forms grant reach, finesse, two-handed, or other weapon traits.
Unlocking Weapon Transformations[edit]
Hunters do not immediately have access to every Trick Weapon’s full capabilities. Some require:
- Lucidity Requirements – Eldritch-linked weapons may need a minimum Lucidity score to use advanced transformations.
- Blood Echo Enhancements – Certain weapons only reveal their second form after being upgraded at a Hunter’s Workshop.
- Quest & Ritual Unlocks – Legendary Trick Weapons may require completing a specific Hunt or performing a ritual to unlock their transformations.
Example of Trick Weapon Functionality[edit]
A Hunter wields a Trick Weapon that has two forms:
1. Form 1: Fast, one-handed slashes with a finesse trait.
2. Form 2: Transforms into a longer, two-handed weapon that deals higher damage and has reach.
Combat Flow: 1. The Hunter opens with fast strikes using Form 1, dealing quick hits.
2. Seeing an opportunity, the Hunter spends a bonus action to transform the weapon into Form 2.
3. Now wielding the larger weapon, the Hunter attacks with a heavier strike to break enemy defenses.
Trick Weapon Progression & Customization[edit]
Trick Weapons are highly customizable and can be modified using Blood Gems, Blood Echoes, and special upgrades. These enhancements allow Hunters to refine their weapon’s effectiveness or unlock additional transformations.
Trick Weapon progression includes:
- Damage Upgrades – Increased attack power.
- Scaling Adjustments – Improved synergy with Strength, Dexterity, or Arcane.
- Blood Gem Slots – Customization for status effects, elemental damage, or regeneration.
- Unique Modifications – Rare Trick Weapons may gain special transformations at higher upgrade levels.
Balancing Trick Weapons in a D&D Campaign[edit]
To ensure that Trick Weapons remain balanced, DMs should:
- Limit access to higher-tier transformations until players invest Blood Echoes or complete significant hunts.
- Encourage strategic switching rather than spamming transformations every turn.
- Consider Trick Weapon upgrades as a core element of player progression, making each investment meaningful.
This system ensures that Trick Weapons remain dynamic, powerful, and rewarding, staying true to the fast-paced combat style of Bloodborne.
Hunter Arts – Special Techniques of the Hunter[edit]
Hunters are not ordinary warriors. They possess unique martial prowess, developed through experience, instinct, and the constant need to adapt and survive against horrific monstrosities.
The Bloodborne supplement introduces Hunter Arts, a system of advanced combat techniques that expand a Hunter’s skillset, allowing them to chain attacks, evade more effectively, or unleash devastating finishers.
Unlike standard D&D abilities, Hunter Arts are not tied to class levels—instead, they are purchased with Blood Echoes, allowing for a fluid and highly customizable progression system.
Hunter Arts Mechanics[edit]
Hunter Arts function as specialized techniques that a Hunter can activate during combat, providing offensive, defensive, and movement-based abilities.
- Key Features of Hunter Arts
- Customizable Combat Enhancements – Hunters can purchase new techniques using Blood Echoes, adapting their combat style.
- Not Level-Gated – Hunter Arts are not restricted by level, meaning players can acquire them as soon as they have enough Blood Echoes.
- Varied Techniques – Abilities range from instant counterattacks to faster dodges, enhanced damage, or special combos.
- Skill-Based Mastery – Unlike spells or feats, Hunter Arts rely on timing, positioning, and strategy, rewarding skilled execution.
Unlocking Hunter Arts[edit]
Hunters acquire Hunter Arts by spending Blood Echoes at a designated location, such as a Hunter’s Workshop, Mentor, or Ritual Site.
- Each Hunter Art costs a set amount of Blood Echoes to unlock.
- Once learned, it becomes a permanent technique the Hunter can use.
- Hunters must meet certain conditions (e.g., weapon type, stats, or Lucidity) to access specific Arts.
Categories of Hunter Arts[edit]
Hunter Arts are divided into three main categories, each specializing in a different aspect of combat.
- 1. Visceral Techniques (Critical & Counterattacks)
- Focused on parrying, countering, and executing devastating finishers.
- Often triggered after perfect dodges, parries, or stunning an enemy.
- Can deal massive burst damage but require precise timing.
Example Effects:
- Visceral Attacks – Critical strikes triggered after staggering an enemy.
- Perfect Riposte – Instant attack after a successful gun parry.
- Predator’s Instinct – Increased damage when attacking weakened foes.
- 2. Mobility & Evasion (Agility-Based Enhancements)
- Focused on improving reaction speed, dodging, and movement techniques.
- Allows Hunters to evade attacks more effectively and reposition quickly.
- Often enhances iframes (invincibility frames) on dodges.
Example Effects:
- Bloodborne Instinct – Chain follow-up attacks after a perfect dodge.
- Hunter’s Reflexes – Reduces the cost of dodging & increases speed.
- Spectral Step – Momentarily phase through attacks when dodging.
- 3. Aggressive Combat Techniques (Enhanced Strikes & Combos)
- Focused on extending combos, increasing attack speed, and improving damage output.
- Allows Hunters to overwhelm enemies with relentless pressure.
- Some abilities consume stamina or Blood Echoes for greater effects.
Example Effects:
- Relentless Onslaught – Attacks become faster with each consecutive strike.
- Beast Fury – Enter a temporary berserk state, increasing attack speed.
- Executioner’s Wrath – Deals bonus damage on finishing blows.
Acquiring & Upgrading Hunter Arts[edit]
Hunters may enhance their Hunter Arts by spending additional Blood Echoes, making them stronger over time.
- Some Hunter Arts have multiple tiers, allowing for stronger effects at higher investments.
- Advanced Hunter Arts may require Lucidity to unlock, representing the Hunter’s increasing awareness of the eldritch world.
Balancing Hunter Arts in a D&D Campaign[edit]
To ensure Hunter Arts remain balanced and rewarding, DMs should:
- Control access to high-tier techniques, requiring quests, mentors, or special rituals for acquisition.
- Encourage strategic use of Hunter Arts rather than spamming them.
- Allow players to customize their builds, making each Hunter unique in their skill set.
By integrating Hunter Arts, combat becomes more fluid, rewarding, and skill-based, capturing the fast-paced intensity of Bloodborne in a D&D setting.
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Caryll Runes – The Hunter’s Arcane Inscriptions[edit]
Caryll Runes are ancient arcane inscriptions, transcribed from the voices of the Great Ones. These runes imbue the Hunter with supernatural enhancements, affecting everything from physical resilience to eldritch perception.
Unlike traditional magic, Caryll Runes do not require attunement like magic items in D&D 5e. Instead, they are inscribed directly onto the Hunter’s mind, reshaping their very essence.
Understanding Caryll Runes[edit]
Caryll Runes function as passive enhancements, granting unique benefits to the Hunter. They can be found, purchased, or granted by eldritch entities.
How Caryll Runes Work[edit]
- Hunters can equip up to three Lesser Runes and one Greater Rune at a time.
- Runes provide persistent passive bonuses or alter game mechanics.
- Runes must be inscribed at a special location (e.g., a Hunter’s Dream, a Blood Minister, or a Ritual Altar).
- Once inscribed, a Hunter can switch runes only at an appropriate site.
- Some runes require Lucidity to equip, reflecting their eldritch nature.
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Types of Caryll Runes[edit]
Caryll Runes are divided into two main categories:
- 1. Lesser Caryll Runes (General Enhancements)
Lesser Runes provide minor but consistent enhancements, affecting combat, resistance, stamina, or perception.
Examples of Lesser Runes:
- Heir – Increases Blood Echo gain from enemies by 25%.
- Formless Oedon – +2 maximum Blood Bullet capacity.
- Clockwise Metamorphosis – +10 HP per level.
- Beast – Increase physical damage but lowers defense.
- Oedon Writhe – Regain 1 Blood Bullet upon dealing a critical hit.
- 2. Greater Caryll Runes (Powerful Transformations)
Greater Runes provide major game-changing abilities, often linked to eldritch entities or the Great Ones. These runes can drastically affect combat, healing, or even a Hunter’s perception of reality.
Examples of Greater Runes:
- Moon – Doubles Blood Echo rewards.
- Oedon’s Blessing – Grants passive HP regeneration.
- Eye – Increases item discovery and eldritch perception.
- Beast Embrace – Transforms the Hunter into a beast-like state, enhancing melee attacks but lowering Lucidity.
- Milkweed – Causes the Hunter to mutate into a kin-like form, granting arcane resistance and new abilities.
Acquiring & Equipping Runes[edit]
Hunters may obtain Caryll Runes through various means, including:
- Exploring ancient tombs or eldritch locations.
- Defeating powerful enemies, such as Great Ones or advanced Hunters.
- Receiving them as rewards for completing forbidden rituals or contracts.
- Purchasing them from special vendors or secret sects.
Inscribing Runes[edit]
To use a Caryll Rune, a Hunter must visit a special inscribing location.
- Inscription requires concentration and a short ritual (taking 1 hour).
- Once inscribed, the Rune remains active until replaced.
- Certain Greater Runes require Lucidity to be equipped, reflecting their eldritch power.
Lucidity & Rune Requirements[edit]
Some runes have Lucidity requirements, meaning a Hunter must have a minimum amount of Lucidity to equip them.
- Lesser Runes usually have no Lucidity cost.
- Greater Runes may require a Hunter to have at least 5, 10, or even 15 Lucidity.
- Eldritch Runes (like Milkweed) may have additional effects if Lucidity is too high or too low.
- Example of Lucidity-Based Effects:
- Eye Rune (+10 Lucidity Requirement) → Grants eldritch sight, revealing hidden entities.
- Beast Embrace (-5 Lucidity Requirement) → Reduces Lucidity when inscribed, making the Hunter more bestial.
- Moon Rune (Requires 15 Lucidity) → Only those deeply connected to the cosmos can wield its power.
Using Runes in a Campaign =[edit]
To balance the power of Caryll Runes, DMs can:
- Limit the number of Greater Runes available in the world.
- Require trials, eldritch knowledge, or sacrifices to acquire them.
- Introduce curses or side effects for equipping certain runes.
- Tie inscriptions to major story events or eldritch interactions.
Example Runes & Effects in Play[edit]
Scenario: The Hunter Inscribes the “Eye” Rune
- The Hunter gains +3 bonus on Perception checks and sees invisible creatures.
- They also become more susceptible to eldritch whispers (DM discretion).
Scenario: The Hunter Equips “Beast Embrace”
- The Hunter gains enhanced melee damage but loses the ability to use firearms.
- If they remain in combat for too long, they may lose control and attack allies.
Final Thoughts on Caryll Runes[edit]
Caryll Runes provide a flexible and immersive way to grant Hunters unique passive effects, reinforcing the theme of Bloodborne while enhancing customization in D&D gameplay.
By integrating Runes into your campaign, Hunters will feel more connected to the eldritch horrors of the world, making each inscription a meaningful and strategic choice.
New Status Conditions[edit]
The Bloodborne supplement introduces new status conditions that reflect the dark and nightmarish nature of the world. Unlike traditional D&D 5e conditions, these represent mental and physical transformations caused by prolonged exposure to blood, eldritch forces, and the madness lurking beneath reality.
These conditions function alongside standard D&D conditions but are exclusive to this supplement.
1. Frenzy (Madness-Induced System Shock)[edit]
Frenzy represents the Hunter’s mind being overwhelmed by the horrors they face, causing their body to suffer massive internal damage upon reaching its limit.
- How Frenzy Works:
- A Hunter accumulates Frenzy Points (FP) when exposed to eldritch beings, forbidden knowledge, or specific attacks. - If the Hunter’s Frenzy Points exceed their Wisdom score, they suffer a Frenzy Shock, causing them to take psychic damage equal to half their maximum HP. - After suffering Frenzy Shock, the Hunter’s Frenzy Points reset to 0.
- Frenzy Triggers:
- Witnessing a Great One or eldritch horror (+5 FP). - Reading forbidden texts (+2 to +10 FP, depending on knowledge level). - Being struck by a Frenzy-inflicting attack (+1d6 FP per hit). - Equipping certain Greater Caryll Runes (passively increases FP gain).
- Effects of Frenzy:
- While Frenzy Points are accumulating, the Hunter suffers -2 to Wisdom saving throws. - If the Hunter suffers a Frenzy Shock, they must make a DC 15 Wisdom saving throw. On a failure, they gain 1 level of Madness.
- Reducing Frenzy:
- Resting for 8 hours removes half of a Hunter’s current Frenzy Points. - Certain items or runes can mitigate Frenzy buildup. - Increasing the Hunter’s Wisdom score raises their Frenzy threshold.
2. Bestialization (The Bloodlust Curse)[edit]
Bestialization occurs when a Hunter succumbs to the overuse of Blood Echoes, Beast Blood, or cursed transformations, partially shifting into an inhuman state.
- How Bestialization Works:
- Hunters accumulate Bestial Corruption Points (BCP) through excessive use of Blood-related abilities, Beast Embrace Runes, or consuming cursed blood. - If a Hunter’s BCP exceeds their Constitution score, they enter Bestial State, a form of partial transformation.
- Bestialization Triggers:
- Consuming Blood Vials beyond the safe limit (+1 BCP per excess vial). - Using Beast Blood Pellets or cursed beast runes (+3 BCP). - Remaining in combat with critical HP (below 25%) for more than 3 rounds (+1 BCP per round).
- Effects of Bestialization:
- The Hunter gains +1d4 extra melee damage per attack, but their AC is reduced by 2. - Their speech becomes distorted and animalistic. - NPCs may react hostilely, seeing them as a monster. - If the Hunter’s BCP continues rising, they may become fully feral, requiring a DC 18 Wisdom save to resist attacking allies.
- Reversing Bestialization:
- Resting for 24 hours in a purified area (e.g., a Church, Hunter’s Dream). - Using specific Blood Runes or ritual cleansing. - Lowering Bloodlust through self-restraint (roleplay consequences).
3. Eldritch Corruption (Lucidity’s Downfall)[edit]
Eldritch Corruption occurs when a Hunter’s Lucidity (insight into cosmic truths) reaches dangerous levels, causing their mind to fracture under the weight of forbidden knowledge.
- How Eldritch Corruption Works:
- If a Hunter’s Lucidity exceeds 20, they begin to experience Eldritch Visions (hallucinations that may be real). - If Lucidity reaches 30 or higher, they gain permanent symptoms of eldritch madness, including: - Involuntary speech of unknown languages. - Visions of Great Ones watching them at all times. - Inability to discern reality from illusion.
- Eldritch Corruption Triggers:
- Increasing Lucidity past 20 (automatic symptoms begin). - Direct communication with a Great One (+5 to +10 Lucidity instantly). - Gaining too many Eldritch Runes (+3 Lucidity per Rune equipped). - Performing a Blood Ritual or consuming eldritch fluid (+5 Lucidity).
- Effects of Eldritch Corruption:
- Above 20 Lucidity: The Hunter sees invisible creatures and whispers from the Great Ones. - Above 25 Lucidity: The Hunter suffers -2 on Intelligence and Wisdom saving throws. - Above 30 Lucidity: The Hunter permanently loses -2 to Constitution (physical body begins to dissolve into eldritch matter).
- Reversing Eldritch Corruption:
- Reducing Lucidity by removing eldritch runes or sealing cosmic knowledge away. - Seeking protection from anti-eldritch wards or holy blessings. - Avoiding excessive exposure to Great Ones.
Managing These Conditions in Campaigns[edit]
Since these conditions are unique to Bloodborne, DMs may implement additional mechanics to balance their impact in a campaign:
- Scaling Difficulty: Adjust the rate of Frenzy buildup, Bestialization, or Lucidity effects based on campaign tone.
- Roleplay Consequences: These conditions shape a Hunter’s story—becoming too beastly may exile them from settlements, while excessive Lucidity may make them a target for cultists.
- Recovery Challenges: Instead of instant healing, recovering from these conditions should require rituals, rare items, or significant sacrifices.
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