Bladeling (5e Race)
Bladeling
Physical Description
Bladelings are humanoid beings with skin of a dull metallic hue, spotted with patches of metallic spines. Their eyes gleam like shards of purple ice, and their blood is black and oily.
By David Day |
History
Bladelings hail from the Infinite Battlefield of Acheron, though many scholars believe they emigrated there from another plane, possibly the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane. Some tribes wander Acheron's other layers, and even other planes, occasionally venturing as far as the Material Plane and settling in areas where war is common and mercenaries welcomed.
Society
Most live on Ocanthus, the fourth layer of Acheron, and those that do have a reputation of xenophobia. Such bladelings as travel other planes are much more tolerant of strange beings but still tend not to trust anyone they do not know.
Though they don't all worship gods, those that do lean towards Hextor, Tempus, or other gods of war. Bladelings tend to be quick to jump into battle, relying on their tough skin and natural agility to see them through any fight. They're also brave, usually focusing their attacks on the most dangerous combatant they see.
Bladeling Names
Male: Amnon, Kemmen, Mordai, Therai
Female: Akta, Kallista, Makaria, Rieta
Bladeling Traits
Warlike outsiders from the Infinite Battlefield of Acheron.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Age. Bladelings mature and age at around the same rate as humans.
Alignment. Bladelings are usually lawful neutral or lawful evil.
Size. Bladelings tend to be around 5 to 6 feet tall. 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.
Bladeling Combat Training. You have proficiency with the longsword, shortsword, scimitar, and greatsword.
Razor Storm. You can use your action to expel shrapnel-like bits of your skin in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 piercing damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this attack, you can't use it again until you complete a short or long rest.
Languages. You can speak, read and write Common and Infernal.
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