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Half Blood

There are many myths surrounding half-bloods, but the one truth is their power comes from their ability to manipulate the blood around them.   With such mastery that in times of dire need they can literally pull blood from their enemies to heal themselves.   ~Silver Gauntlet member
  Half Bloods are the result of a dark ritual performed generations ago, which transformed their ancestors into what they are today. Enacted by a brave members few from the The Silver Gauntlet to achieve a single goal, the eradication of Vampires.   These members experiments on each other to gain the same inhuman vitality as their enemies. While the experiments provided the members with inhuman vitality without the curse of undeath, they could not avoid the thirst for blood.   Many years later, these powerful, beings stalk the wood at night, secretly hunting vampires and avoiding their former order brothers. However, some Half Bloods have abandoned their task and meet in the shadows to plot for power, while others seek the thrill of adventurer.  

BASIC INFORMATION

 
Anatomy
Standing between 5 feet and 6 feet tall, Half Bloods are often slender, averaging 125 - 180 pounds. Their hair varies from shades of grey and white to crimson red. Pale skin that is a little to white for a human and the dark thin veins that can just be made out beneath the surface of the skin.   They have dark grey eyes that turn red when angry or excited. Despite their exotic qualities and the fear and uncertainty they exude, Half Bloods are naturally seductive and tend to have flawless facial features. All Half Bloods have retractable fangs that extend when it is time for them to feed.    
Genetics and Reproduction
Half Bloods reproduce the same as humans, and can reproduce with a human mate, however their young are always born with the same features as their half blood parent. On rare occasions, a child is born with the features as their human mate, with none of the benefits of being a half blood.  
Dietary Needs and Habits
A Half Blood is blood dependent and must feed on the blood of a humanoid preferably every three days. Many Half Bloods who fully embrace their heritage also enjoy eating small amounts of flesh with their meal. If a Half Blood starves themselves for 1 months without drinking, they turn into a blood thirsty beast worst than Vampires themselves.  

Civilization and culture

Half Bloods have no nation or home, they instead drift between settlements and kingdoms, staying for a time until unwelcome. On some rare occasions they may find a place for themselves in the large cities since they can unnoticed by most, keeping their origins hidden from most. They take great care to pass as human whenever possible, and they may change residences and identities to avoid questions about their lack of aging.  
HALF BLOOD NAMES
Half bloods tend to take their names from their mother's cultural origin, or choose one that they feel fits their identity, so there is no one naming convention for this race.  

Half Blood Traits

Your Half Blood character has a variety of natural abilities common with your ancestry.   Half Blood

Half Blood

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 ft

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.  
Human Heritage
You have advantage on any deception checks made to pass as a human.  
Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  
Blood Drain
Once per long rest if you are reduced to zero hit points, you instinctively pull blood from all creatures around you within 5 feet. Each creature in that area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).   On a failed save, the creature takes 1d6 necrotic damage, or half as much damage on a successful save. You regain hit points equal to the amount of damage dealt this way. This damage increases up to 2d6 when you reach 5th level.

Languages. Common and one extra language of your choice.


Becoming Nocturne

If a Half Blood starves or refuses to drink blood for 1-months, they turn into a Nocturne. A process that once completed is permanent until death. Those who have become Nocturne are generally looked down upon or even hunted by their former brethren.   Social outcasts, the Nocturne, are found in small cave communities, relying on their predatory instincts to survive. They differ in appearance from their charismatic brethren, gaining bestial facial features, fur-like hair across the body, and piercing red eyes.   Nocturne tend to appear similar to the monsterous bat like children of Zoton. A mistake that is not to far off as they have become slaves to their thirst, and will do anything in their power to sate the gnawing hunger.  

Nocturne Traits

As a Nocturne you lose all of your previous traits gaining the new traits below.   Nocturne

Nocturne

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 ft

Accursed
Your new form causes most commonfolk to flee or avoid you out of fear. You have disadvantage on Charisma (Persuasion) checks.  
Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  
Superior Darkvision
Thanks to your ancestry, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  
Enhanced Depravity
Starting at 3rd level, as an action, you sprout leathery wings from your back. This enhancement lasts for 10-minute, until you fall unconscious, or revert back to your normal appearance as a bonus action.   While enhanced, you have a flying and climbing speed of 30 feet, and advantage on Perception checks that rely on hearing or smell.   You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. Common and one extra language of your choice.

by Robson Michel
Lifespan
Half Bloods reach adulthood in their late teens and usually live to around age 350
Average Height
5ft - 6ft
Average Weight
125 - 180 pounds


Cover image: by Ann Jean

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