A being of a mortal race who was turned into a unstable mortal water elemental the a magical ailment before having there body's transformed into blood so that they could possess host body's to survive







Traits





Ability Score Modification: You gain + 1 to your Constatuson, but -1 to your Dextraraty and Strath







Range: Your walking speed is 15 feet







Age: Mortal Blood Elemental's can not die of old age, but can still die if killed thew external means, or by failing to satain themselves / spending to long outside a host body.



Size: Mortal Blood Elemental's are reborn in a roughly equivalent size to what they were before they were turned into an Mortal Blood Elemental. However they are rarely more then 3 and a half feet tall as bigger individuals tend to have more trouble finding and maintaining stable host body's. Your size is likely Small.

Alignment: Mortal Blood Elemental's tend to lean towards being caotic due to there need to possess host body's to satain themselves but can be any alignment.



Blood Possession: You can use your action to try to enter a living host body if you are on the target's space assuming you are not already within another body. To use this ability your target must be at least 1 size larger then yourself. The creature also has some sort of blood running thew there veins, not be a form of un-dead, and be visibly bloody or (at the GM's discretion) have some sort of easy point of entry into there bloodstream. This abillaty can not be used on those under the effects of " You can use your action to try to enter a living host body if you are on the target's space assuming you are not already within another body. To use this ability your target must be at least 1 size larger then yourself. The creature also has some sort of blood running thew there veins, not be a form of un-dead, and be visibly bloody or (at the GM's discretion) have some sort of easy point of entry into there bloodstream. This abillaty can not be used on those under the effects of " Protection from Evil and Good





If target has not been recently knocked unconscious they can try to resist youer entry into there body via a Constatuson saving throw. If they fail they become a host body for you. If they sicsead the your turn end's imiditly and you can not preform any Reactions until your next turn. Any equipment or items held/worn by you upon successfully using this ability are unequipped and drop to the ground by your host body's space.







You can not be removed from your host body's except by your own volition, being killed, or thew the spells " Dispel Evil and Good " and/or "Greater Restoration". If a sisessfol teleportation spell is used on your host body you must preform a saving throw, if you fail you drop to the ground and are prone for 1 turn as your host body is teleported away without you. If you are forced out of a body via magic you take 1d4 Radiant Dammige and are Stuned until after your next turn.





If you have at least Lv. 1 control over your host body you may exit your host body, appearing in an unoccupied space next to your host body's squire using your Action. If you do this your speed is treated as 0 until your next turn. If you had Lv. 2 control of your host body when you left it, it is treated as being incapacitated and cannot attack until after it's next turn. If your host body dies you are in it you are prone for 30 seconds and must wait until you recover before you can exit it. Your default level of control over your host body is 0.







Blood Control: Once evry 1 turn +1 extra turn for every size your host body has above yours in your true from after possessing a host body, if you have less then Lv. 2 control of your host body you can try to take 1 level of control your host's body during the your turn. When you do the host body can do a Consaatuson saving throw to resist if they do not want to lose control of there body. If they win the you will fail. If you were successful you gain 1 Lv. of control over the host body.





When you have Lv. 1 Control you have control of your host body during your turn, however your host body maintains control of themselves during there turn. Wile you are in control of your host body you can use your host body as if it was your own including being able to use any ability's tied to that body may have. You also take on the host body's stats with the exipson of Knowledge, Wisdom, and Charisma.







Lv. 2 Control is like Lv. 1 control but your host body skips all of there turns until you leave there body. Thay retain there awareness of what there body is doing but have no control over there body's.







Once per day wile you have Lv. 1 or 2 control over a host body, the host body can make a Starth saving throw, if they sicsead they regain full control of there body and you must wait at least 1 hour before trying to take back any levels of control.







Meat Sheald: You can not be damaged wile within a host body, as any damage taken is instead be taken by the host body using the host body's stats (excluding Knowledge, Wisdom, and Charisma) excluding damage taken via the "Blood Drain" ability witch dealt directly to you using your stats regardless of circumstances. If your host body is killed by an attack any leftover damage is taken by you. This trait ability dos not apply if your host body is dead.





Blood Telepathy: You can communicate telepathically to the concissness of any being that has a peace of your body within them and they are able to do the same in turn even if you have Lv. 2 control of there body's.







Blood Block: You can plug any open wounds of there host's body to prevent them from bleeding out regardless of how bad the injury is for as long as they want so long as the host is alive and possessed. This ability is cancelled the instant the you leave your host body or it dies.





Nutrient Parasite: You gain the nutrients your body's need by draining it out of your host's body's blood. As a result wile possessed the host body needs to consume double the amount of food that they usually need to sustain themselves and the Blood Elemental inside them each day. You do not require any water to sustain yourself.

You gain the nutrients your body's need by draining it out of your host's body's blood. As a result wile possessed the host body needs to consume double the amount of food that they usually need to sustain themselves and the Blood Elemental inside them each day. You do not require any water to sustain yourself.





Blood Thinning: When you leave a host body it will instantly gain 1 level of exhaustion for every 2 days that you were possessing them for, even if they are normally immune to exhaustion. If a you possess a host body for more then 12 days it will automatically collapse and die from exhaustion regardless of if you have left the body or not. If this happens your HP becomes 1, become prone and the amount of time you have to find a new host body is halved.







Status Resistances: You can contract the following status ailments in your body: poisoned, paralyzed, and/or any sort of illness, but are unaffected by them.



If you use your Blood Possession ability to take a host body any such status ailment or illness listed here will be passed onto your host unless there body's has an immunity to them.





Liquid Form. You can move through a space as narrow as 1 inch wide without squeezing and can enter a hostile creature's space wile outside a host body. If you are attacked wile in an enemy's space it automatically lands unless you use your reaction to doge. You are treated as an ooze for the effects of spells and attacks.





Status Immunity's: You cannot be grappled, blinded, or rendered unconscious, when outside a host body except thew the effects of magic. If you contract 1 of these conditions thew magacol means and then take a host via your Blood Possession trait ability those conditions are not carried over to your host.







Disease Carrier: If a a host body contracts some kind of status ailment or illness, you will contract it into your body as well.



Magic Limitation: Due to what you are, you are limited only being able to use water and/or blood based magics.

Unstable form: Due to the unstable nature of your body, you can only maintain your true form outside a host body for a maximum of 1 minute + an extra 20 seconds per character's level beyond 1 before losing the ability to hold your body together, instantly dying. This time limit is paused wile fully possessing a living host body, and is reset after a Long Rest.



If your HP reach's 0 you will immediately die (no saving throw) unless you are healed immediately by a nearby ally.



Damage Weaknesses: Cold, Water, Fire, Radiant, & Lightning Dammige. As well as any damage taken from the "blood drain" ability wile outside a host body.



Freeze: If you take cold damage wile outside a host body, there is a 40% chance your body will partially freeze; if it dos your speed is reduced by 10 ft. until the end of your next turn.

Damage Resistances: Bludgeoning, Piercing, Poison, and Slashing from Non-magical Attacks wile outside a host body.



Class Limitation: Mortal Blood Elemental's can not use any ability or spells from there class wile fully possessing a host body unless their host body also possesses the same ability. Wile not possessing a host body you are limited to only being able to cast Water or Blood based magic you know and can not cast any other kind of spell.



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Race Exclusive Feets



Apon gaining an ability score improvement Mortal Blood Elemental's can chose to forgo it to take one of the following ability's of your choice instead. All of these Feet Ability are exclusive to Mortal Blood Elemental's and can not be used by other races.

If a a host body contracts some kind of status ailment or illness, you will contract it into your body as well.



Partial Blood Possession: This feet can be obtained 2se







Upon gaining this feet 1se wile not possessing a host body you can use your

"Blood Possession" ability to attempt to force a peace of yourself instead of your entire body into a target's body at the cost of 10% of your max HP. If you sicsead then wile you are within 45 feet of the possessed target, you can use your reaction within 30 minutes of possessing them to activate 1 of the following effects:

Force the possessed target to preform 1 action of your coseing.

Negate an action the possessed target trys to preform before they can preform it.

Prevent the possessed target from moving during there turn.



Stabilize the possessed target if they are unconsess with 0 HP. After activating 1 of these effects or 30 minnites after sisessfaly using your Blood Possession ability in this way target is cured and can no longer be controlled. You can not activate any of the above listed effects wile you are possessing a host body.



Upon gaining this feet 2se the maximum range of this ability becomes 90 feet & you can activate 2 of the above listed control effects before the target is cured. Adissanaly you gain the ability to activate the above effects wile controlling a host body at the cost of the host body regaining 1 level of control over themselves.



Blood Healing: At any time you can use your Bonus Acton roll 1 hit dice to restore your host body's HP at the cost of reducing your HP by an equal amount. Your host body's HP can not be raised above it's maximum, and you can not reduse your HP below 1 HP thew this ability.





Blood Draining: At any time you can use your Bonus Acton to roll 1 hit dice to drain HP from a possessed host. Your HP can not be raised above it's maximum, and you can not reduse your host body's HP below 1 HP thew this ability.





Blood Purification: At any time wile not possessing a host body you can purge any status conditions or illnesses your body has contracted at the cost of 5% of your max HP times the status condition cured.





Blood Shot: This Feet ability can be obtained 3 times.







You can fire a conclusive blast of blood from your body at the cost of 10% of your maximum HP wile not possessing a host body. Range is 30 feet in a strait line with a drop off after 15. If the attack hits you deal 2 water damage. If you have the poisoned or paralyzed status conditions or any illness when hitting a enemy that is bloodied that enemy has a 50% chance of contracting those conditions assuming they are not immune to them.





Upon gaining this trait 2se you gain the ability to use this feet ability from within a host body you have at least Lv. 1 control over, at the cost of allowing your host body to make a Stagth saving throw to regain 1 level of control over there body. OR You may infuse the effects of 1 Blood or Water based Cantrip Spell that you know into the Blood Shot ignoring any materiel components wile outside a host body.









Possessive Blood Shot: Prerequisites: You have at least 1 insistence of the "Blood Shot" & "Partial Blood Possession " Trait ability's







If a Blood Shot fired using your "Blood Shot" Trait Ability hit's a Blooded target you may use your " Blood Possession" Trait ability to try and force a peace of yourself into the target.



Upon gaining this trait 3 times you may fire a Blood Shot that has been infused with a spell wile within a host body. OR You may fire a non-spell infused Blood Shot without your host body being able to make a saving throw.