If you're planning on doing anything with expending hit points for features/effects (I don't know whether you are, but that's a common design idea for blood-themed homebrew), make sure to include ways to protect and/or regain hit points in order to balance it out. The martyr class in Valda's Spire of Secrets is a good example of that, if you have access to that book. It isn't very fun not to have a way of keeping yourself alive as you hurt yourself, so having some sort of defensive measure or self-healing is important.
Don't bother with creating new damage types. Stick to the official ones(Bludgeoning, piercing, slashing, acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, and custard.) Necrotic or straight hit point loss(Which is different from damage and fairly powerful, so be careful with it) is probably best.
You could do necrotic, or have effects that make the other creatures blood boil (fire damage) you could also have effect that allow you to control another creature through blood for a short time (like bloodbenders from ATLA) You could also do some neat stuff that lets you sacrifice some hitspoints to do stuff with your blood, but then if you kill a creature you can recover hitpoints from their blood.
i had a friend mention that about healing so you are screwed in battle and I already had a way to compensate for that. After all you don't want to be the last one standing at the BBEG and not be able to hit them to get the final hit B/C not enough hp. I also have a cavoite of not taking the player below 1 HP. no matter the amount of blood used.
I'm creating a subclass for warlock that uses blood as a damage type, thought it would be cool, any suggestions as to what i may add?
If you're planning on doing anything with expending hit points for features/effects (I don't know whether you are, but that's a common design idea for blood-themed homebrew), make sure to include ways to protect and/or regain hit points in order to balance it out. The martyr class in Valda's Spire of Secrets is a good example of that, if you have access to that book. It isn't very fun not to have a way of keeping yourself alive as you hurt yourself, so having some sort of defensive measure or self-healing is important.
Don't bother with creating new damage types. Stick to the official ones(Bludgeoning, piercing, slashing, acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, and custard.) Necrotic or straight hit point loss(Which is different from damage and fairly powerful, so be careful with it) is probably best.
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You could do necrotic, or have effects that make the other creatures blood boil (fire damage) you could also have effect that allow you to control another creature through blood for a short time (like bloodbenders from ATLA) You could also do some neat stuff that lets you sacrifice some hitspoints to do stuff with your blood, but then if you kill a creature you can recover hitpoints from their blood.
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i had a friend mention that about healing so you are screwed in battle and I already had a way to compensate for that. After all you don't want to be the last one standing at the BBEG and not be able to hit them to get the final hit B/C not enough hp. I also have a cavoite of not taking the player below 1 HP. no matter the amount of blood used.