The Accursed Fate (5e Subrace)

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Scales.png This page is of questionable balance. Reason: Comparatively overpowered compared to the other elvish subraces. Attempts to add bleeding to the game. A fighter with 4/5 attacks a round and an action surge to bring it up to 9 can deal bonus damage equal to their level times 8 or 9 leading to a huge amount of damage that can also be carried over to the next round if the save is failed. Blood Familiar is vague like everything else but it doesn't specify what it actually does. The entire section of Blood magic fundamentally breaks some principles the game needs to work. Overall poorly executed and needs a rework in every aspect to better compare to the first party.


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Blood Elf Subrace[edit]

Racial Background: Blood elves are elves taken during their childhood by a deranged and powerful vampire. Kept in suspended animation within tanks filled with the vampire's blood, they were experimented on to create new, more powerful servants controlled by his corrupted and blood crazed soul.

The ambient magic contained within the vampire's blood mixed with the natural magic of the elves as it was slowly absorbed over 100's of years, created a reaction which began causing mutations within the elves. Many perished a painful and grotesque death and only a few survived to be dubbed blood elves. As the process approached its climax, he attempted to bind their wills to his soul, but something went wrong; instead of the elves becoming his, he became theirs. His soul was torn apart by the spell and its fragments bound within the minds of the elves and melded to their souls until it became naught but a voice in their heads. What was left of his body and blood shifted, split, and each of its pieces became a familiar for one shard of its former master's soul in order to help preserve what remained.

Ability Score Increase. Your Constitution score raises by 2.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Bleeding Wound. Whenever you hit an enemy with a melee or ranged attack that deals slashing or piercing damage, due to the savagery of your attack, the target also takes a bleeding wound (deal additional damage equal to your character level. This wounding effect doesn't effect golems, undead or constructs). At the start of the target’s next turn it must make a Constitution saving throw, the DC is 8 + your proficiency bonus + your Constitution modifier; if the target fails, it takes half of the initial damage it sustained. On a roll of 1 the effect persists until its next turn. Until the wound has been properly closed using a healer's kit or after a rest any damage caused by bleeding wound can’t be healed.
Bloody Familiar. Each Blood Elf starts off with a familiar that follows it around and can be used as a blood bank storing hp equal to your total. Once it is drained, you will have to remember to refill it during a short rest or let go off to refill itself whereupon it will return either the next day or the day after (50% chance of each). The appearance of the familiar changes between blood elves, but they mainly look like some floating oversized blood red gems. To refill the familiar you use blood transfusion on one of the corpses after an encounter, this can only be done once per encounter and counts towards the 4 use cap of blood transfusion.
Blood Magic. A variant of blood magic unique to the Blood Elves as it’s derived from their accursed blood. By sacrificing portions of their blood they are able to cast a few spells to increase their body's performance at times when it's required.

  • Blood Frenzy:

Cost: 5 + character level in HP for every action

Cast time: 1 bonus action

Range: Self

Effect: Grants an additional attack action per use. Attacks have a -2 penalty to hit.

Uses: Can be used up to 5 times per round.

  • Blood Armor:

Cost: ½ character level as HP for every 1 AC increase

Cast time: 1 reaction

Range: Self

Effect: Grants an additional AC point per use.

Uses: Can be used up to 5 times per round.

  • Blood Lust:

Cost: 2 hp for every 1 damage increase

Cast time: 1 bonus action

Range: Self

Effect: Increases damage per wound equal to the amount of HP sacrificed until your next turn.

Uses: Damage can only be increased up to 10.

  • Blood Transfusion:

Cost: HP equal to the amount transferred (maximum of 25 per use)

Cast time: 1 action

Range: Touch

Effect: Transfers HP between you and your target at a 1:1 ratio, as long as target is willing or dead.

Uses: Can be transferred up to a total of 4 times per encounter.
Dark Passenger. Due to the corrupting influence of the vampire's soul, you have a disadvantage on any roll for trying to come to a peaceful solution when blood is in a 30 ft radius of you.


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