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    Barbarian in the Playground
     
    Phhase's Avatar

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    Default Bloodborne things

    I felt like converting some things found in the game Bloodborne to 5e, so here you go. It's not everything, but maybe I'll add more later.

    Spoiler: Weapon Attributes
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    Serrated: A serrated weapon is edged with vicious serrations that mangle the flesh they cut through into unrecognizable ribbons. A creature that takes piercing or slashing damage from a serrated weapon receives only 1/2 the benefit of any magical healing, 1/4 the effect of any mundane healing, and medicine checks made to stabilize that creature are at disadvantage. These detriments last until all physical damage taken by the creature during that combat is healed.

    Additionally, a critical hit delivered by a serrated weapon bleeds for 1 damage at the end of the wounded creature's turn, until it either receives magical healing or a creature uses an action to make a DC 14 Medicine check to bind the ragged wound.

    Spoiler: Hunter Tools
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    Accursed Brew
    Rest: 3/Long
    Invocation Skill:Intelligence
    Launches a bomb of curses up to 30ft, where it explodes in a 10ft spread, dealing 2d8 Necrotic Damage,1d8 Psychic Damage, and applying Bane for a number of rounds equal to the Invocation Skill Modifier. On a successful DC 14 Dexterity save, targets take half damage and do not suffer Bane.

    Beast Roar
    Rest: 2/Short
    Invocation Skill:Wisdom
    Unleashes a bestial roar as a bonus action. Creatures within 10ft of the user must make a DC 14 Strength Save or be knocked 10ft away and knocked prone. Creatures are not knocked pron on a successful save. Alternatively, the user may activate the Roar as a reaction to being targeted by a Ranged attack, causing it to suffer Disadvantage.

    Blacksky Eye
    Rest: 2/Short
    Invocation Skill:Intelligence
    Fires a projectile from the depths of the user's pupil as an action. Make an attack roll with the Invocation Skill on a creature within 40ft that you can see. On a hit, they suffer 2d6 + the Invocation Skill Modifier force damage.

    Empty Phantasm Shell
    Rest: 2/Short
    Invocation Skill:Intelligence
    Anoints a wielded melee weapon with eldritch ichor for 1 minute as a bonus action. Successful attacks during this time deal bonus force damage equal to half the Invocation Skill Modifier.

    Executioner's Gloves
    Rest: 4/Long
    Invocation Skill:Intelligence
    As an action unleashes spirits that act as a 1st level Magic Missile spell, except that they deal Necrotic Damage, and deal bonus damage equal to the Invocation Skill modifier.

    Old Hunter Bone
    Rest: 3/Long
    Invocation Skill:Dexterity
    As a bonus action gains the Art of Quickening for a number of rounds equal to the Invocation Skill Modifier. As a reaction on their turn, the user can move up to 10ft horizontally without provoking attacks of opportunity. This movement can pass through open air or the spaces of other creatures, but the user will fall if they end this move in open air. Alternatively, when the user is targeted by an attack, they can use their reaction to impose disadvantage on the attack. If that attack misses, the user may make the above detailed move.

    Tiny Tonitrus
    Rest: 4/Long
    Invocation Skill:Intelligence
    Striking the ground with this tool as an action launches a shockwave of lightning along the ground that is 5ft wide, 20ft tall, and 40ft long. Creatures in its path must make a DC 8 + Invocation Skill Modifier + Your Proficiency Dexterity save or take 3d6 + Invocation Skill Modifier in lightning damage, half on a save.

    A Call Beyond
    Rest: 2/Long
    Invocation Skill:Intelligence
    As an action, you begin channeling a nova. If you take damage before the beginning of your next turn, you must make a Concentration Save as if you were concentration on a spell, or the nova fails. At the beginning of your next turn, the nova explodes, launching out a number of stars equal to 4 + Invocation Skill Modifier. For each star, make a ranged attack roll on a target within 40ft. On a hit, the target takes 4d4 radiant damage and 1d6 force damage.

    Spoiler: Consumables
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    Bolt/Fire Paper: This simple piece of parchment is coated in alchemical reagents that anoint the desired weapon with elemental flame or lightning. As a bonus action, the user runs the paper along the length of the wielded weapon. The weapon erupts with flame/lightning, dealing 1d6 bonus elemental damage on a successful hit for 1 minute. If the wielder is holding the weapon in one hand and their other hand is empty, coating the weapon instead requires an object interaction.

    Lead Elixir: Drinking this thick, metallic draught grants the imbibed the weighty inexorability of lead. They gain resistance to physical damage, and gain +10 against any effect that would knock them prone, prevent them from moving, or move them against their will. However, they have disadvantage on Dexterity Skill checks and saves, and thier speed is reduced by 15ft.

    Sedative: Acts like Calm Emtions on the imbiber, removing any emotion-based buffs or debuffs, such as charmed, frightened, or enraged.

    Shaman Bone Blade: This weapon acts like a +1 dagger. On a successful hit, however, it breaks, and the victim must make a DC 15 Constitution saving throw. On a failure, they are poisoned for 1 minute, and suffer the effects of the spell Enemies Abound while so poisoned.

    Blue Elixir: Drinking this aggressively bland draught grants the imbiber +5 to Dexterity (Stealth) rolls for 10 minutes. Additionally, if the drinker stands still, they may attempt to hide without cover. However, while under the effects of Blue Elixir, the drinker has disadvantage on Intelligence checks and saving throws.

    Bone Marrow Ash: Adding this specialized powder to the chamber of a firearm increases the damage dice of that particular attack by one step E.G. d6 --> d8 --> d10 etc.

    Numbing Mist: This fragile glass vessel cam be thrown up to 30ft. Creatures within 10ft of where the vessel lands are caught in the cloud, and must make a DC 15 Constitution save, or else become unable to heal whatsoever. This saving throw may be repeated at the end of a creature's turn.

    Spoiler: Frenzy
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    Some creatures or weapons can inflict the Frenzy status, which acts in a similar tiered fashion to exhaustion.

    Frenzy Level Effect
    1 The affected creature has disadvantage on Perception and Investigation checks. If it fails a check by 5 or more, it takes a number of d4s in psychic damage equal to the depth of its failure, as it instead sees or hears something that it dearly wishes it did not.
    2 Mounting dread causes involuntary twitches, causing disadvantage on attack rolls.
    3 Fear begins to erode the psyche. The affected has disadvantage on mental ability checks and saves.
    4 Poised on the precipice of a horrific revelation, the afflicted is on hair trigger alert. Whenever the afflicted takes damage, they must make a Wisdom Saving throw against the damage taken or become frightened of the source until the end of their next turn. While so frightened, their speed is reduced to zero, and they cannot avert their gaze from the source of their fear.
    5 At 5 Frenzy, the mind and body both buckle beneath the burden of the truth, wracked through and through by waves of horror. The afflicted loses all levels of Frenzy as the mind forcefully shuts down the parts of itself that threaten to break it. However, the afflicted takes 5d6 piercing damage and 5d6 psychic damage in the process, this damage cannot reduce them below 1 hp. For the next minute, they are considered vulnerable to psychic damage.
    Any method that can be used to remove mental status effects like frightened or charmed can be applied to remove 1d4 levels of Frenzy. When finishing a long rest, remove 1d4-2 levels of Frenzy. A negative result indicates that horrific nightmares cause continued erosion of their mind, adding another level.

    Spoiler: Firearms
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    Hunter Pistol
    The Hunter Pistol is a Light ranged weapon with the Loading and Ammunition properties. It deals 1d4 piercing damage. On a critical hit, it deals extra damage equal to the user's Dexterity Modifier. Its range is 40ft/90ft.

    Hunter Blunderbuss
    The Hunter Blunderbuss is a ranged weapon with the Ammunition and Loading properties. When fired, the user makes one ranged attack roll against everything in a 20ft cone. It deals 4d4 piercing damage, but cannot critically strike.

    Piercing Rifle
    The Piercing Rifle is a ranged weapon with the Loading and Ammunition properties. It deals 4d4 piercing damage. Creatures in up to a 30ft line behind the primary target are also subject to the attack roll, however on the primary target takes extra damage from a critical hit. Its range is 100ft/190ft.

    Repeating Pistol
    The Repeating Pistol is a Light ranged weapon with the Loading and Ammunition properties. It deals 2d4 piercing damage. It critically strikes on a roll of 19-20. It requires 2 bullets for each shot. Its range is 40ft/90ft.

    Flamesprayer
    The Flamesprayer is a Light ranged weapon with the Ammunition property. Creatures in a 15ft cone must make a Dexterity Saving throw against 8+Your Dexterity Modifier+Your Proficiency, or take 2d4 fire damage and be lit on fire, taking 1d4 damage at the end of their turn unless they or an adjacent creature use an action to extinguish the flames. Creatures take half damage and are not ignited on a successful save. The Flamesprayer can be unleashed 10 times before an action must be used to replaced the fuel tank.

    Rosmarinus
    Rosmarinus is a Light ranged weapon with the Ammunition property. Creatures in a 15ft cone must make a Constitution Saving throw against 8+Your Dexterity Modifier+Your Proficiency, or take 2d4 necrotic damage and become Poisoned until the end of their next turn. Creatures take half damage and are not poisoned on a successful save. Rosmarinus can be unleashed 10 times before an action must be used to replaced the mercury tank.

    Cannon

    The Cannon is a Heavy ranged weapon with the Ammunition and Loading properties. A creature must have at least 18 Strength in order to wield the Cannon. On a hit, it deals 2d10 bludgeoning damage to the target, and 2d10 fire damage to the target and and any adjacent creature. On a miss, the shell explodes on a square adjacent to the target. Creatures on or adjacent to the square must make a Dexterity Save against the attack roll or take 2d10 fire damage, half on a success. The Cannon's range is 40ft/80ft.

    Church Cannon
    The Church Cannon is a Heavy ranged weapon with the Ammunition and Loading properties. A creature must have at least 15 Strength in order to wield the Church Cannon. On a hit, it deals 1d10 bludgeoning damage to the target, and 1d10 fire damage to the target and and any adjacent creature. On a miss, the shell explodes on a square adjacent to the target. Creatures on or adjacent to the square must make a Dexterity Save against the attack roll or take 1d10 fire damage, half on a success. The Church Cannon's range is 80ft/140ft.

    Spoiler: Trick Weapons
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    All Trick Weapons are considered martial, if not exotic.

    Threaded Cane
    Cane: In cane form, this weapon acts as a Club, except that is scales with the uses Dexterity rather than Strength. Switching forms can be done as an object interaction, but only once per turn.
    Whip: When transformed, the Cane becomes a metal Whip with the Serrated quality. It too, scales with Dexterity only.

    Saw Cleaver
    Flipped Closed: In this form, the Saw Cleaver acts as a Shortsword with the serrated quality. Switching forms can be done as an object interaction, but only once per turn.
    Open: When transformed, the Saw Cleaver instead acts as a Longsword with the serrated quality, but retains the Light quality, and can strike with the blunt edge to deal bludgeoning damage.

    Saw Spear
    Flipped Closed: In this form, the Saw Cleaver acts as a Shortsword with the serrated quality. Switching forms can be done as an object interaction, but only once per turn.
    Open: When transformed, the Saw Spear instead acts as a Spear with the serrated quality, but retains the Light quality, and can use its edge to deal slashing damage.

    Bloodletter
    Mace: In this form, the Bloodletter acts as a morningstar, except that its damage is both bludgeoning and slashing. Switching into Bloody Polearm mode requires an action, and for the user to take 1/4 of their maximum HP as damage, as they shove the blunt end of the weapon directly into their sternum.
    Bloody Polearm: When transformed, the Bloodletter instead acts as a Halberd, except that its damage is both bludgeoning and piercing. Additionally, the wielder can elect to forgo making more that 1 weapon attack this turn in order to make a Bloody Smite. The end of the weapon bristles with vile organic motion, as the wielder slams it down on a square within their reach. Creatures on or adjacent to the targeted square take double weapon damage and must make a DC 13 Wisdom save or receive 2 levels of Frenzy. On a successful save, creatures take half damage and only 1 level of Frenzy. The wielder must also make this save, but always succeeds. Transforming back into Mace mode requires a bonus action.

    Simon's Bowblade
    Scimitar: In this form, the Bowblade acts as a Scimitar. Switching forms can be done as an object interaction, but only once per turn.
    Shortbow: When transformed, the Bowblade instead acts as a Shortbow.

    Beast Cutter
    Choppa:In cleaver form, this weapon acts as a Warhammer, except that it deals slashing damage and is Serrated. Switching forms can be done as an object interaction, but only once per turn.
    Whip: When transformed, the Cutter becomes a metal Whip with the Serrated quality and Versatile (1d8) property. It scales with Strength only.

    Tonitrus
    Mace: The Tonitrus is a mace that deals 1 bonus lightning damage on a hit. As a bonus action, the user can strike the Tonitrus across a hard surface like a match, igniting it with electric charge for 1 minute, or once the user has made 5 successful attacks, whichever comes first. While charged, the Tonitrus' bonus lightning damage becomes 1d8. On a critical hit, the Tonitrus discharges all remaining charged attacks at once, and the target must make a Strength Save against 12+Charges spent or become stunned until the end of your next turn. The Tonitrus charging feature and the use of Bolt Paper on it are mutually exclusive, as the Paper's charge interferes with the Tonitus' inner workings.

    Boom Hammer
    Hammer:The Boom Hammer is a Warhammer with the Ammuntion property. If it is loaded with a Blasting Oil cartridge, the wielder can use their bonus action to prime the hammer for 1 minute, or until a successful attack is made, whichever comes first. If the wielder strikes an enemy with a primed Hammer, the enemy takes 1d12 bonus fire damage, and two choices from the list below:
    • Every enemy adjacent to the target also takes the fire damage.
    • Every enemy in a 15ft cone behind the target also takes the fire damage.
    • The target must make a Strength saving throw against 8+Your Strength Modifier+Your proficiency or be knocked 10ft in a direction of your choice.
    • The target must make a Strength saving throw against 8+Your Strength Modifier+Your proficiency or be knocked prone.

    The Boom Hammer can be primed 5 times before the wielder must use an action to reload the Blasting Oil chamber.

    Logarius' Wheel
    Wheel:In wheel form, this weapon acts as a Maul, except that it is a friggen wheel. Switching forms can be done as bonus action.
    The Cooler Wheel: When transformed into the Cooler Wheel, the user adds half of their Intelligence Modifier to attack rolls. At the beginning of each turn while transformed, the wielder takes 2d4 necrotic damage than cannot be reduced. However, the wheel also deals +1d4 necrotic damage on a hit, healing the wielder for the same amount. As a bonus action while transformed, the wielder may intensify the Wheel's power, adding 1d4 to the damage they take at the beginning of their turn, and 2d4 to the bonus damage/healing, up to 4 times (6d4 damage taken, 9d4 bonus damage/healing).

    Whirligig Saw
    Hammer:In hammer form, this weapon acts as a Warhammer. Switching forms can be done as a bonus action.
    Saw Glaive: When transformed, Whirligig Saw becomes a Glaive becomes a Glaive with the Serrated quality. Upon making a successful melee attack, the wielder can use their bonus action and/or reaction to rev the blades, dealing bonus damage equal to the wielder's Strength Modifier.

    Reiterpallasch
    Sword:In sword form, this weapon acts as a Rapier. Switching forms can be done as an object interaction, but only once per turn.
    Gun: When transformed, the Reiterpallasch becomes a Hunter Pistol. Its blade becomes a bayonet, allowing the weapon to be used as a Dagger, but without the Thrown property.
    Last edited by Phhase; 2020-05-02 at 05:16 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

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