Niev (5e Race)
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|“||The blood shed that I draw strength from is but a fraction of the tears shed by the weak that I shoulder.||”|
|—Asharan, nievish sage|
The nievs are humanoids likened to that of vampires. They appear human for the most part and always have red eyes. All other properties of them are fairly normal, having a variety of hair colors and skin tones. Their physique is always fit, though their body size may differ as widely as a humans. One special thing about nievs is their use of blood to store memories and for combat purposes. Nievs are able to use their blood to make a weapon, as well as enter a state of frenzy which can be dangerous to both themselves and those they care about. When they enter this state, their body is scarred by their rash usage of their blood in this fashion. Many nievs have crisscrossed veins of scars all over their bodies from repeated use of their blood frenzy, which they will usually cover up with heavy coats and even masks if necessary.
Nievs are believed to have been soldiers created from humans. It is unclear if they were grown in an experimental environment or treated after adulthood. However the case, nievs are altered humanoids that were made to protect humans against monster attacks. These experiments dabbled in the use of blood to make various weapons. They were employed as special soldiers, made expendable. Resentment between the nievs and humans grew, as the nievs have vampiric drawbacks from their creation process, meaning they drank human blood. While they saw this as an apt exchange, humans did not see them as creatures worthy of keeping alive past their useful date. As a result, there was a walkout organized by disgruntled nievs. Due to the lack of manpower, the remaining nievs and human settlements were razed in large numbers by a surge in monster attacks. It is said that the nievs who deserted their human charges are the only ones who survived of the race after that disaster, and they wander the world to this day.
Remaining nievs in the world are largely centralized within a single nomadic group, the remains of the survivors who deserted their original civilization. They are known to travel and settle in areas isolated from humans for long periods of time before moving on. Their numbers are somewhat unstable due to the messed up reproductive systems they have from the experimental process used to create them. They retain a collective distrust of humans and other societies which utilize labor they perceive to be slavery. When they settle in an area, they are extremely territorial and will guard it fiercely. Agents from their central nexus are sent out to procure blood from other creatures to bring back so that they can all feed. Thus, they live like a pack of communal beasts that roam the land, always in search of blood.
The nievs use human names, having been raised around human customs nonetheless. They have a linguistic culture that remains from their masters, which has served them just fine and they do not seek to break away. They also have surnames like humans.
Male: Louis, Kevin, Nicola, Cruz
Female: Chloe, Io, Akane, Eva
Surnames: Karagachi, Mosomme, Osuwari, Eldweiss
Human beings giving blood powers who left their original purpose
Ability Score Increase. Your Charisma score increases by 1 and one other score of your choice increases by 2.
Age. Some nievs are born while others are made from human adults. Those who are made typically stop aging, while natural born nievs are able to age and mature at around 20. After maturing, their aging slows and remains frozen until their bodies irrevocably break down, usually around 300 years of age.
Alignment. Nievs have the entire alignment spectrum of humans.
Size. Nievs strongly resemble humans in height and build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Sanguivore. You must consume at least 1 vial's worth of blood every day in order to retain your strength. While you fulfill this requirement, you do not need to eat or drink. However, if you go without drinking blood for 24 hours, you take 1 level of exhaustion at the end of your next long rest. This level of exhaustion cannot be removed by normal means until you drink at least 1 vial of blood.
Blood Drain. As an action, you can drink blood from a willing creature and fulfill your daily requirement of blood. Drinking blood this way heals you for 1d4 + 1 hit points and removes any exhaustion you incurred from not drinking blood.
Blood Frenzy. The powers of nievs manifests in powerful forms conjured by their blood. These abilities differ from individuals to the next. You choose one enhancement from Blood Frenzies now and one at 5th level.
Languages. You can speak, read, and write Common and one other language of your choice.
From the experiments done on nievs, they gained a great deal of inhuman powers. Choose one enhancement at 1st level, and another one at 5th level, as per your Blood Frenzy trait.
- Blood Veil. Blood encrusts your body like armor in battle. You gain a +1 bonus to Armor Class.
- Drain Strike. Your limbs are sharpened by your own blood and can drain blood from enemies. Your unarmed strikes deal 1d4 piercing damage on a hit. Additionally, you fulfill your daily blood requirement if you roll a critical hit for your unarmed strike.
- Blood Wings. Your blood blossoms like large wings, though flightless. You have bat-like wings that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
- Blood Spur. Your blood entrenches you in the ground when you need to withstand attacks. You have advantage on all checks to resist being moved against your will.
- Bloodline Burst. Your blood manifests in an arcane power. You know one cantrip of your choice from the sorcerer spell list.
- Resurrection. When you would be reduced to 0 hit points, you can drop to 1 hit point instead. You regain use of this trait when you finish a long rest.
- Rejuvenate. As a bonus action, you can expend a hit die to regain hit points as if you finished a short rest. You can use this trait a number of times equal to your proficiency bonus, regaining all use when you finish a long rest.
- Blood Tentacles. You grow two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they deal bludgeoning damage equal to 1D6 + your Strength modifier. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
- Bloody Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your unarmed strike. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, regaining all use when you finish a long rest.
Random Height and Weight
|5′ 0''||+1d12||140 lb.||× (1d8) lb.|
*Height = base height + height modifier