Bloodborne 5e

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Bloodborne 5e

A Homebrew Supplement
for Dungeons and Dragons: 5th Edition
Foreword are all still fine options to give to new
s nothing too flashy on
Hey there. This is a pdf for implementing
their parts, but they all come with reliable
the Trick Weaponry found in the
functionality, although they are obviously
Playstation 4 game Bloodborne into
superior to mundane equipment.
magic items for 5th Edition Dungeons and
Dragons. Another note I wanted to touch on was
Arcane damage. While Arcane is
With plenty of 5e experience, My
described in Bloodborne as knowledge,
main concern was adapting the feel and
with Intelligence being the 5e equivalent,
personality of each weapon from
the stereotypical hunter skills of tracking
Bloodborne into the these 5e versions, but

(Perception), separating truth from lies


interesting for many different playstyles
(Insight), and general medical knowledge
and many types of characters. However, if

Therefore, all weapons relating


to implement a change at your table.
significantly to Arcane tie off of the
easing revised Wisdom stat in some way. This helps
copies of this document unless something alleviate multi-attribute dependency
is horribly overpowered or if there are a (MAD) while allowing the ones who invest
lot of errors in Wisdom for those skills to take
that much of a shit. I also skipped the advantage of different Trick Weapons. It
ranged weaponry completely seeing as do
they are mainly firearms and that falls helps mechanically.
into the technological advancements of
Ayways, hope you enjoy, /tg/.

-
For those interested in a little more than

the very end to encapsulate the Rally


mechanic found the game. I probably
for
Bloodborne related material unless more
DLC springs up, but if you were to do a
Bloodborne inspired campaign, the
standard weaponry of the Saw Cleaver,
Trick Weapons Amygdalan Arm
The Trick Weapons found in Bloodborne Weapon Proficiency: Simple Melee
are utilized by hunters to combat the
horrific beasts found in the areas Default State Properties: 1d8
surrounding Yharnam. These amazing Bludgeoning damage, Versatile (1d10)
pieces of engineering are designed with
Tricked State Properties: 1d10
some kind of hidden or secondary
Slashing Damage, Heavy, Reach, Two-
function, allowing the hunter to adapt to
Handed
gain the advantage in their fight against
the horrors of the night. The Amygdalan Arm is made from the
severed limb of an otherworldly beast.
While all very distinguished from
While its Default State is a simple bone
one another, all Trick Weapons share
club, transforming the weapon extends it
some common properties.
into a weapon sporting an eerie, still-
Default and Tricked States: A living tentacle adorned with a scythe-like

standard Trick Weapon can exist in two blade.

states, referred to as the Default State and As an action while the Amygdalan
the Tricked State. If a Trick Weapon has Arm is in its Tricked State, one may
the Two-Handed property, the wielder invoke the power of the Arm to cause the
cannot switch to the State with the Two- bladed tentacle to flail wildly. A single
Handed property if they are equipped melee weapon attack is performed, hitting
with a shield. all creatures within 5 feet of a point you
choose within 10 feet of you, dealing 2d6
Transform Attacks: The wielder may
slashing damage.
freely change between the two states
when making a melee weapon attack by
utilizing a Transform Attack. A
Beast Claw
Transform Attack counts as an item
manipulation in tandem with a melee
Weapon Proficiency: Simple Melee
attack, thus costing no action to perform. DefaultState Properties: 1d4 Slashing
Off-handed weaponry or other items held
damage, Finesse, Light
in hand may quickly be stowed away or
dropped as part of the same Transform Tricked State Properties: Natural
Attack. Shields are not able to be stowed Weapon (Claw) 1d6 Slashing damage,
away as part of a Transform Attack. Finesse, Light
The Default State of the Best Claw is a Both States may use their
simple bone punching weapon with little combined Strength and Dexterity
efficacy. As an action, the wielder may tap modifiers for the damage rolls using this
into the latent power within the bone weapon. Additionally, if you make a melee
weapon attack with this weapon against a
and conjuring the arm of a wolf-like beast creature in the Tricked State, that
-hand. This clawed arm
is melee weapon you are considered against you for the rest of your turn.
proficient in.

When you hit a creature with a


Beast Cutter
melee weapon attack in the Tricked State,
Weapon Proficiency: Martial Melee
you gain a charge of Beasthood. You may
possess a maximum of 7 charges and lose Default State Properties: 1d8
2 charges if you do not attack on your turn. Bludgeoning damage, (Versatile 1d10),
For every charge of Beasthood, your Heavy
attacks deal an additional 2 Slashing
damage. Successful attacks at you also Tricked State Properties: 1d6
deal 2 additional damage for each charge Bludgeoning damage, Heavy, Reach
you possess. This additional damage
against you cannot be reduced in any way.
a large meat cleaver. When changed to the

Beasthunter Saif segments into a heavy whip.

Weapon Proficiency: Martial Melee The serrations found on this


weapon deal an extra 1d6 Slashing
Default State Properties: 1d6 Slashing damage against aberrations and
damage, Finesse, Light, Reach monstrosities.

Tricked State Properties: 1d6


Slashing damage, Light
Blade of Mercy
The grandfather of future Trick Weaponry, Weapon Proficiency: Martial Melee
the Beasthunter Saif, possessing two
blades resting within one another, is still Default State Properties: 1d6 Slashing
a formidable weapon in the hands of an damage, Finesse, Light
experienced hunter.
Tricked State Properties: 1d6 levels, the Bloodletter demands more
Slashing damage, Finesse, Light sacrifice when used. The Bloodletter
consumes two Hit Dice at 5th level, three
One of the oldest Trick Weapons, the
Hit Dice at 11th level, and four Hit Dice at
Blade of Mercy is an ornate curved sword
17th level, with each Hit Dice adding the
capable of splitting into two curved
r twice. The
swords upon entering its Tricked State.
Bloodletter will remain in this Tricked
This allows a hunter to opt for a defensive
State for one hour after activated. During
sword and shield or a twin blade style
the Trick State, you may add your
capable of a flurry of attacks.

While in the Tricked State, if you damage rolls.

miss with an attack during your turn, you


After it has assumed its Tricked
can use your reaction to immediately
State, the Bloodletter can unleash a
make an additional attack with advantage.
bloody shockwave by slamming the head

Bloodletter feet. Each creature in a 15-foot cube


originating from you must make a
Weapon Proficiency: Martial Melee Constitution saving throw. The DC for this
is 8 + your proficiency modifier + your
Default State Properties: 1d6
Strength modifier. On a failed save, a
Bludgeoning damage
creature takes 4d8 necrotic damage and
Tricked State Properties: 2d8 Piercing is pushed 10 feet away from you. On a
damage, Heavy, Two-Handed, Reach successful save, the creature takes half as

The Bloodletter is a bronzed mace stained damage increases by 2d8 at 5th, 11th, and
red with death that possesses a special 17th level.

Tricked State, the user must offer a blood


Boom Hammer
sacrifice as a bonus action, thrusting the
weapon into their heart to absorb tainted Weapon Proficiency: Martial Melee
essence and manifesting it as a massive
Morningstar made of blood. The wielder Default State Properties: 1d8
spends a Hit Dice and adds their Bludgeoning damage, Versatile (1d10)
Constitution modifier to it twice. They
then take the result as damage that
Tricked State Properties: Special
cannot be reduced in any way. At higher
The Boom Hammer is a massive hammer
equipped with an ignition system that
Chikage
allows the weapon to furiously explode
Weapon Proficiency: Martial Melee
when primed. The Boom Hammer comes
with 3 ignition charges. The wielder may Default State Properties: 1d8 Slashing
choose to expend a charge and ignite the damage, Finesse, Versatile (1d10)
hammer as a bonus action. Upon the next
successful melee weapon attack, the Tricked State Properties: Special
Boom Hammer explodes violently, adding
The Chikage is a curved blade forged in a
distant land with the power to harness
roll. The mechanic is stressful on the
blood to sharpen its blade. As a bonus
weapon, however, and ignition charges
action, the wielder may sheathe Chikage
may only be recharged after a long rest.
and redraw it, infusing it with blood to
create a blade sharpened by life essence.
Burial Blade However, the very power that enchants
the blade also eats away at the wielder
Weapon Proficiency: Martial Melee over time. At the beginning of your turn

Default State Properties: 1d6 Slashing while you wield the Trick State Chikage,
you lose Hit Points equal to your
damage, Finesse, Light
Constitution modifier. When you make a
Tricked State Properties: 1d10 melee weapon attack with the Chikage in
Slashing damage, Heavy, Reach, Two- Trick State, you may add your Constituion
Handed modifier to your damage rolls. The Trick
State can be exited at any time by flicking
Consisting of a curved sword and a folding
the blood off of the blade as a bonus
shaft, the Burial Blade swiftly changes
action.
from a one-handed weapon into a grisly
scythe. The wielder may use their Monks are proficient with the
Wisdom modifier in place of their Chikage and it may be used with their
Strength or Dexterity modifier for attack Martial Arts class feature.
and damage rolls using this weapon.

Additionally, upon a successful melee


Church Pick
Weapon Proficiency: Simple Melee
Tricked State, all creatures within 5 feet
of the original target excluding you take
damage equal to your Dexterity modifier.
Default State Properties: 1d6 Slashing Tricked State Properties: 2d6
damage, Finesse Slashing damage, Heavy, Two-Handed

Tricked State Properties: 1d8 Piercing A mysterious weapon found by the first
damage, Finesse, Two-Handed, Reach hunter, this silver sword taps into the
abyss beyond the stars to manifest a blade
A weapon formed from the picks
of pure moonlight.
appearing in the tales of old beasts, the
Church Pick is a weapon that transforms While in the Default State, the
between a sword-like state and a two- Holy Moonlight Sword is a silvered
handed warpick. While the weapon is no longsword. The wielder may add their
lighter than normal weaponry, the Church Wisdom modifier to the attack rolls of this
, the
agility, making it a favorite of hunters who Default State has been blessed by holy
favor dexterous combat maneuvers. energy, dealing an extra 1d6 radiant
damage to undead and fiends.
While in the Tricked State, the
wielder may ignore any damage When transformed into the
resistances the target creature may have.
overcome by a sword of dancing
The serrations found on this
moonlight. The weapon becomes a +1
weapon deal an extra 1d6 Slashing
magical greatsword in this state and adds
damage against aberrations and
monstrosities. Additionally, this weapon
rolls. The wielder may use an action to
has been blessed by holy energy, dealing
hurl a shockwave of light at their foes.
an extra 1d6 radiant damage to undead
Make a ranged spell attack using your
and fiends.
Strength modifier. On a hit, the attack
deals 2d8 force damage.
Holy Moonlight
Sword Hunter Axe
Weapon Proficiency: Martial Melee
Weapon Proficiency: Martial Melee
Default State Properties: 1d8 Slashing
Default State Properties: 1d8 Slashing
damage, Versatile (1d10)
damage, Versatile (1d10)
Tricked State Properties: 1d10
Slashing damage, Heavy, Two-Handed
A Trick Weapon often utilized by hunter energy, dealing an extra 1d6 radiant
initiates, this weapon foregoes complexity damage to undead and fiends.
in favor of reliability. In its Default State,
The Trick State greathammer
the Hunter Axe resembles an old battle
lands with such power, creatures within 5
axe. The Tricked State has the handle
telescope out, converting the weapon into
elf) take damage equal to the
a poleaxe. In both states, when the
wielder attacks a creature successfully,
Constitution modifiers. Additionally, if the
surrounding enemies take damage equal
wielder is attacking with advantage and if
to your Strength modifier, as the Hunter
both d20 rolls would have hit
Axe favors large, cleaving motions.
AC, the creature is knock prone.

Kirkhammer Kos Parasite


Weapon Proficiency: Martial Melee
Weapon Proficiency: Simple Melee
Default State Properties: 1d8
Default State Properties: 1d4 Slashing
Slashing damage, Versatile (1d10)
damage, Finesse, light , Reach
Tricked State Properties: 2d6
Tricked State Properties: 1d4
Bludgeoning damage, Heavy, Two-
Slashing damage, Finesse, Light, Reach
Handed
The Kos Parasite is not a weapon in the
The Kirkhammer is an unwieldy weapon
traditional sense in that it actually a
only utilized by the strongest of hunters.
creature born of the corpse of an eldritch
being that lurked beneath the oceans. The
Strength score must be 16 of higher to
Kos Parasite in its base form cannot be
use the Kirkhammer. In its Default State,
used as a weapon. However, its potential
it is an easily handled sword. When
can be unlocked as an action,
converted to its Trick State, however, the
transforming the Kos Parasite into its
sword combines with a large stone,
Default State, a bundle of tentacles that
turning the weapon into a massive stone
This
maul.
tentacle appendage is considered a melee
In the Default State, the weapon is weapon you are proficient in and deals an
a silvered longsword. Additionally, the extra 1d4 force damage on a hit.
Default State has been blessed by holy
The Tricked State harnesses the When transformed into the Trick
power even further, producing a similar State, the Wheel expands outward,
tentacle appendage on your off hand and resembling two wheels next to one
covering your entire head with a bundle of another. In this state, the wielder can use
parasitic pustules. You can take an action a bonus action to spin the outer wheel,
to launch a poison-filled pustule from causing blood to spin out violently and
your head. One creature within 15 feet evil spirits to wail in anguish. Spinning
must make a Constitution save or be the wheel gives you 1 wheel charge with a
poisoned for one minute. The DC for this maximum total of 4 wheel charges in total.
ability is equal to 8 + your proficiency These charges last for one minute after
bonus + your Constitution modifier. the first spin, in which all wheel charges
will be lost at the end of the minute.
Finally, the power of the Kos
Parasite can unleash a shockwave while At the beginning of your turn in
in the Tricked State. As an action, you which you have a wheel charge, you lose
may cast Thunderwave at its lowest level. Hit Points equal to your Constitution
The DC is 8 + your proficiency modifier + modifier times the number of wheel
your Constitution modifier. charges you currently possess. When you
make a melee attack with this weapon,
Logarius’ Wheel you gain 1d8 extra bludgeoning damage
per wheel charge you possess. In addition,
Weapon Proficiency: Simple you regain Hit Points with each attack
equal to half of the damage you dealt. You
Default State Properties: 1d8 can choose to lose all wheel charges at
Bludgeoning, Heavy, Two-Handed any time as a bonus action.

Tricked State Properties: Special


Ludwig’s Holy Blade
weapon resembling a wagon wheel that Weapon Proficiency: Martial Melee
harbors the demented spirits of the ones
infested with tainted blood. Default State Properties: 1d8 Slashing
damage, Versatile (1d10)

righteous intent as the evil spirits within Tricked State Properties: 2d6
scream in pain. It has been blessed by Slashing damage, Heavy, Two-Handed
holy energy, dealing an extra 1d6 radiant
A weapon used by those wishing to
damage to undead and fiends.
Blade can combine with its sheathe to equal or less to your Dexterity modifier
transform its base longsword into a and make a melee weapon attack. Each
mighty greatsword. creature you chose that the attack roll
would hit takes damage from the attack
This weapon was lined with the
plus an extra 1d6 damage. If you have
purest silver and is considered silvered
advantage or disadvantage against any of
for the purposes of overcoming damage
the targets, roll a second attack roll. Use
reduction. In addition,
the higher of the two attack rolls against
Blade is replete with much more blessed
creatures you have advantage against, the
energy than other weapons, causing it to
lower for disadvantage, or the first for
deal an extra 1d8 radiant damage to
neither. Once this ability has been used
undead and fiends.
twice, you cannot use it again until you
complete a short rest.
Rakuyo
Weapon Proficiency: Martial Melee
Reiterpallasch
Default State Properties: Special Weapon Proficiency: Martial Melee

Tricked State Properties: Scimitar Default State Properties: Rapier (1d8


(1d6 Slashing damage, Finesse, Light) Piercing damage, Finesse)
and Dagger (1d4 Piercing damage,
Tricked State Properties: Shortsword
Finesse, Light, Thrown (20/60/))
(1d6 Slashing damage, Finesse) Pistol
The Rakuyo is an odd weapon originating (1d10 piercing damage, Ammunition
from the same lands as the Chikage. In its (range 30/90), loading)
Default State, the weapon is a peculiar
The Reiterpallasch is an amalgamation of
weapon resembling a twin blade. It deals
a traditional rapier and an
1d8 Slashing damage and has the Finesse
unconventional flintlock pistol. In its
property. By transforming the Rakuyo,
Default State, the Reiterpallasch is a
the weapon splits into a scimitar held in
masterfully crafted estoc. In its Tricked
one hand and a dagger held in the other,
State, its blade folds downwards,
enabling vicious twin weapon fighting
revealing the barrel of a pistol hidden
styles.
within the basket hilt.
As an action in its Tricked State,
The Tricked State has 3
you can target multiple creatures with an
gunpowder cartridges within the basket
attack. Choose a number of creatures
hilt. As part of an Attack action, you may
substitute a shortsword attack for a action. More cartridges can be stocked
ranged weapon attack using the pistol. into the Rifle Spear during a long rest.
The next cartridge can be loaded with a
bonus action. More cartridges can be Saw Cleaver
stocked into the Reiterpallasch during a
long rest. Weapon Proficiency: Martial Melee
Additionally, when you are subject Default State Properties: 1d8 Slashing
to a melee attack, you may use your damage
reaction to expend a cartridge of
gunpowder and give the attack Tricked State Properties: 1d8
disadvantage. This cannot be used if the Slashing damage, Reach
Reiterpallasch is not loaded.
A serrated saw in one form and a large
cleaver in another, the Saw Cleaver is
Rifle Spear popular with initiates and veterans alike
and has become symbolic with the beast
Weapon Proficiency: Simple Melee hunts of Yharnam.

Default State Properties: 1d6 Piercing The serrations found on this


damage, Versatile (1d8) weapon in the Default State deal an extra
1d6 Slashing damage against aberrations
Tricked State Properties: Spear (1d8
and monstrosities.
Slashing damage, Two-Handed), Shotgun
(2d8 Piercing damage, Ammunition In the Tricked State, the large
(range 30/90), Reload (2 shots)) sweeping motions cleave through
numerous creatures at once. When you
The Rifle Spear was made by a group of
successfully attack a creature with this
heretics obsessed with explosives.
weapon, one creature of your choice
Normally a spear, its blade folds
within 5 feet of the original target takes
downward to reveal a hidden shotgun
slashing damage equal to your Strength
chamber.
modifier.

can hold up to 3 gunpowder cartridges. Saw Spear


As part of an Attack action, you may
substitute an attack for a ranged weapon Weapon Proficiency: Martial Melee
attack using the musket. The next
cartridge can be loaded with a bonus
Default State Properties: 1d8 Slashing While in the Default State, the
damage wielder may add their Wisdom modifier to
their damage rolls. Additionally, while in
Tricked State Properties: 1d6 the Tricked State, the wielder may add
Slashing damage, Reach their Constitution modifier to their
damage rolls.
Another Trick Weapon popular with
initiates, the Saw Spear sports vicious
teeth along all edges of the weapon and Stake Driver
formidable reach when transformed.
Weapon Proficiency: Martial Melee
The serrations found on this
weapon deal an extra 1d6 Slashing Default State Properties: 1d8 Slashing
damage against aberrations and damage
monstrosities.
Tricked State Properties: 1d6
Bludgeoning, Special
Simon’s Bowblade
The Stake Driver is an unwieldy
Weapon Proficiency: Martial Melee, contraption with a single, extended spike
Martial Ranged on the front. While swinging it normally
produces lackluster cuts, the true power
Default State Properties: 1d8 Slashing of the Stake Driver lies in its Tricked
damage, Finesse
State, where the bladed spike retracts and
primes itself for a violent and devastating
Tricked State Properties: 1d8 Piercing
piercing strike.
damage, Ammunition (range 150/600),
Two-Handed As a bonus action in the Default
State, the wielder may prime the Stake
The favored weapon of a church member
Driver, causing its bladed spike to retract
and enter the Tricked State. While in the
Bowblade is a masterwork curved sword
Tricked State, the wielder cannot use the
capable of folding out into a longbow
bladed spear to attack and must swing it
when transformed. While not as effective
wildly as a bludgeoning weapon. During
against the beasts of Yharnam as their
their next turn, the wielder may choose to
take the Ready action of moving half of
provide reliable performance for
their speed and unleashing the Stake
dedicated wielders.
Driver when an enemy comes within their
range. This explosive attack deals 8d6 Resembling a lightning covered beast that
piercing damage on a hit. haunted Yharnam, the Tonitrus is a large,
iron mace capable of bathing itself in
The attack is stressful on the
electricity.
weapon, however, and cannot be used
again until a short or long rest. As a bonus action, the wielder can
activate the Tonitrus tate,
Threaded Cane causing it to produce lightning. All attacks
the wielder makes during this turn gain
Weapon Proficiency: Martial Melee an extra 1d4 lightning damage. The
lightning on the weapon dissipates at the
Default State Properties: 1d6 end of the turn.
Bludgeoning damage, Finesse

Tricked State Properties: 1d4 Whirligig Saw


Slashing damage, Finesse, Reach
Weapon Proficiency: Martial Melee
A popular pick for initiates who favor
dexterity over brute force, the Threaded Default State Properties: 1d8
Cane appears to be an ordinary walking Bludgeoning damage
cane until transformed into a bladed whip.
Tricked State Properties: 3d4
The Default State has been blessed Slashing damage, Two-Handed
by holy energy, dealing an extra 1d6
The Whirligig Saw is a testament to
radiant damage to undead and fiends.
Additionally, the serrations found on this
ignorance to safety measures. While an
weapon in the Tricked State deal an extra
average mace-like weapon in its Default
1d6 Slashing damage against aberrations
State, the true power of the Whirligig Saw
and monstrosities.
lies in its Tricked State, whereupon the
wielder attaches two motor-powered
Tonitrus serrated discs onto the end of the mace,
forming a buzzsaw-like weapon.
Weapon Proficiency: Simple Melee
The serrations found on this
Default State Properties: 1d6 weapon in the Tricked State deal an extra
Bludgeoning damage 1d6 Slashing damage against aberrations
and monstrosities.
Tricked State Properties: Special
While in the Tricked State, the
wielder can use their action to unleash
the full fury of this mechanical
monstrosity. As the contraption revs into
overdrive, the wielder may make melee
weapon attacks in succession until they
miss an attack. This ability cannot be
used again until after a short rest.

Feat: Rally
You have the strength to persevere and
recover after sustaining the most grievous
of wounds.

 Increase your Strength or


Dexterity score by 1, to a
maximum of 20.
 You gain the ability to hold Rally
Potential. Rally Potential is a pool
of points equal to the total amount
of damage you take outside of your
turn. When you make a melee
attack with more than one point in
your Rally Potential pool, you
regain Hit Points equal to the
damage roll of your weapon plus
your proficiency bonus. You
cannot regain more Hit Points in a
single turn than the current total of
your Rally Potential. Your Rally
Potential resets to zero at the end
of your turn.

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