How would I home-brew Blood Hunter to add/change the following features?
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Blood Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, three at fourth level and four at tenth level.
Level 2: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5).
Whenever you gain a Blood Hunter level, you can replace the feat you chose with a different Fighting Style feat.
Level 2: Crimson Rite (I want to take away level restrictions on specific types of damage, this is not because I think that needs changing for 2024 but for my own campaign)
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re wielding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.
Rite of the Flame. The extra damage dealt by your rite is fire damage.
Rite of the Frozen. The extra damage dealt by your rite is cold damage.
Rite of the Storm. The extra damage dealt by your rite is lightning damage.
Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
Rite of the Roar. The extra damage dealt by your rite is thunder damage.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter levels 8, 12, and 16.
Would it have to be done through a Subclass?
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How would I home-brew Blood Hunter to add/change the following features?
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Blood Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, three at fourth level and four at tenth level.
Level 2: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5).
Whenever you gain a Blood Hunter level, you can replace the feat you chose with a different Fighting Style feat.
Level 2: Crimson Rite (I want to take away level restrictions on specific types of damage, this is not because I think that needs changing for 2024 but for my own campaign)
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re wielding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.
Rite of the Flame. The extra damage dealt by your rite is fire damage.
Rite of the Frozen. The extra damage dealt by your rite is cold damage.
Rite of the Storm. The extra damage dealt by your rite is lightning damage.
Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
Rite of the Roar. The extra damage dealt by your rite is thunder damage.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter levels 8, 12, and 16.
Would it have to be done through a Subclass?
For Crimson Rite you can just tell the player they can use any damage type they want.
For Weapon Mastery, I recommend creating a feat and giving that to the appropriate players.
Is there any change to fighting style? again I'd probably just tell the player in question that is your home rule.
Thank you