I want to add a new mechanic into my campaign that relies on using your own blood (hit points) to fuel weaponry and other machinery. Any weapon with this feature would have some bonus to it, like an extra +5 to hit or double damage as long as it is reducing hit points from the user each turn (or it only lasts the one turn). I was thinking of using a percentage (10-20% depending on the usage and how good it is) since health varies widely from the lowest level to the highest.
An example would be: gloves with surgical tubes attached to the wrist of the user, the gloves have claws that grow in length when blood is pumped to them. Without pumping blood, the flat damage would be a daggers damage, but with pumping it does an extra +2 damage and +2 to hit. This next part is extremely experimental: you can over clock and suck half of your hp to give you a dash action that allows you to travel over 200 feet and land a critical hit on a successful hit.
But the previous function is basically what I had in mind for a lot of things and I was wondering if any of you could think of better and more simplified statistics to use since I'm trying to keep it really basic and fun, but also new and exciting
you could just "weaponise" the Crimson Rite and Blood Maladict features of the bloodhunter class (not sure if the names are still current as the class has been updated a few times).
Use the Crimson Rite dice mechanic and blood curses/amplification. So you could have a sword that allows you to use a bonus action to activate it which causes spikes to push out of the grip and intot the uses hand causing damage but then causing the weapon to burst into some form of elementla effect and deal more damage. Tack on a related blood maladict for some extra fun ability.
Example would be: Sword of teh Marked, user can use a bonus action to activate the blade and cause it to burst into flame, the user takes d6 damage but the sword deals and extra d6 fire damage on each hit. In addition The user can also use a Bonus Action to Mark one creature within 30ft, if they do the take takes double the fire damage fom the sword until the end of your current turn. The user can also amplify this effect, if they do the marked creature loses any fire resistance they have but the sword user takes d6 damage.
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This could be kind of like the Eldritch Knight's Weapon Bond ability. Basically, you can perform a one hour ritual (can be done during a short rest) on any normal weapon to make it "cursed"( with an Eldritch Knight, doing a similar ritual forms a "bond" with that weapon). Once that weapon is cursed, you can draw power from it using your own hit points during an Attack turn. For example, you can spend, lets say, 2 hit points to roll a 1d4 "curse die" (I'll just call it that), and the roll is added to the damage or hit roll depending on the player (before they roll either of the actual die). You can spend 3 hit points for a 1d6 die, 4 hit points for a 1d8 die, 5 hit points for a td10 die, and so on and so on.
Or you could just roll a d20 "curse die", add that to your damage or hit roll, and then subtract the same amount that you rolled from your current hit points. You could go full out with a d100 "curse die" and risk dying to defeat an enemy that is hard to kill. Of course, rolling a d100 "curse die" is also risky because if you add it to your damage roll, you might not actually succeed on the hit roll, causing you to miss. If you add it to your hit roll, you will get a guaranteed hit but maybe low damage, both events wasting valuable hp. Or maybe you could ahve an option to split the roll half, rounded down.
Idk, this is just a random idea that occurred to me while reading the thread. This was probably really boring or maybe just a bad idea in general.
I want to add a new mechanic into my campaign that relies on using your own blood (hit points) to fuel weaponry and other machinery. Any weapon with this feature would have some bonus to it, like an extra +5 to hit or double damage as long as it is reducing hit points from the user each turn (or it only lasts the one turn). I was thinking of using a percentage (10-20% depending on the usage and how good it is) since health varies widely from the lowest level to the highest.
An example would be: gloves with surgical tubes attached to the wrist of the user, the gloves have claws that grow in length when blood is pumped to them. Without pumping blood, the flat damage would be a daggers damage, but with pumping it does an extra +2 damage and +2 to hit. This next part is extremely experimental: you can over clock and suck half of your hp to give you a dash action that allows you to travel over 200 feet and land a critical hit on a successful hit.
But the previous function is basically what I had in mind for a lot of things and I was wondering if any of you could think of better and more simplified statistics to use since I'm trying to keep it really basic and fun, but also new and exciting
you could just "weaponise" the Crimson Rite and Blood Maladict features of the bloodhunter class (not sure if the names are still current as the class has been updated a few times).
Use the Crimson Rite dice mechanic and blood curses/amplification. So you could have a sword that allows you to use a bonus action to activate it which causes spikes to push out of the grip and intot the uses hand causing damage but then causing the weapon to burst into some form of elementla effect and deal more damage. Tack on a related blood maladict for some extra fun ability.
Example would be: Sword of teh Marked, user can use a bonus action to activate the blade and cause it to burst into flame, the user takes d6 damage but the sword deals and extra d6 fire damage on each hit. In addition The user can also use a Bonus Action to Mark one creature within 30ft, if they do the take takes double the fire damage fom the sword until the end of your current turn. The user can also amplify this effect, if they do the marked creature loses any fire resistance they have but the sword user takes d6 damage.
This could be kind of like the Eldritch Knight's Weapon Bond ability. Basically, you can perform a one hour ritual (can be done during a short rest) on any normal weapon to make it "cursed"( with an Eldritch Knight, doing a similar ritual forms a "bond" with that weapon). Once that weapon is cursed, you can draw power from it using your own hit points during an Attack turn. For example, you can spend, lets say, 2 hit points to roll a 1d4 "curse die" (I'll just call it that), and the roll is added to the damage or hit roll depending on the player (before they roll either of the actual die). You can spend 3 hit points for a 1d6 die, 4 hit points for a 1d8 die, 5 hit points for a td10 die, and so on and so on.
Or you could just roll a d20 "curse die", add that to your damage or hit roll, and then subtract the same amount that you rolled from your current hit points. You could go full out with a d100 "curse die" and risk dying to defeat an enemy that is hard to kill. Of course, rolling a d100 "curse die" is also risky because if you add it to your damage roll, you might not actually succeed on the hit roll, causing you to miss. If you add it to your hit roll, you will get a guaranteed hit but maybe low damage, both events wasting valuable hp. Or maybe you could ahve an option to split the roll half, rounded down.
Idk, this is just a random idea that occurred to me while reading the thread. This was probably really boring or maybe just a bad idea in general.
Ooooo I'll definitely have to look into that, I totally forgot about the bloodhunter class! Thank you so much dude!!
I definitely like this idea of the curse die too, it works into the theme of this world very well! Thanks!!