Base Class: Druid
The Circle of Blood is made up of druids of a more ruthless persuasion, who acknowledge violence, death and destruction are as much a part of nature as growth and life. They may serve as priests, and advisors to tribes of monstrous races, or bands of roving barbarians. Only rarely do they gather in sources of corruption or circles built of from bones of various creatures to perform their forbidden blood-rituals and initiate new members. Members of this circle fiercely protect its secrets from "civilized" peoples.
Absorb Essence
When you choose this circle at 2nd level, you can only use your Wildshape feature to transform into creatures that you have absorbed the essence of. To absorb the essence of a creature you must spend a number of hours equal to its CR rating consuming its raw flesh (minimum 1). Each hour you must succeed on a DC 10+CR Constitution saving throw to continue eating, if you fail on one of these saving throws your body rejects the creature's essence and you cannot attempt to absorb it (or a creature of the same race/type) again for 7 days. Your DM may determine if the flesh of a particular creature is inedible.
Transforming into a creature of CR higher than specified in the Beast Shapes table costs two uses of Wildshape. You cannot transform into a creature with a CR higher than your proficiency bonus.
Blood Magic
Your knowledge of ancient blood rituals grants you knowledge of certain spells. At 3rd, 5th, 7th, and 9th level. Once you learn a blood magic spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Blood Ritual
Beginning a 6th level, during a short rest, you may spill your blood, or that of one of willing creature to use one of the following options:
- Restore Magic: For each 1d8 damage done, you or another willing caster regains 1 level worth of spell slots. The total combined level of spell slots must not exceed half your druid level (rounded down), and no single spell slot recovered in this way can exceed level 5.
- Healing Rite: For each 1d8 damage done, all other members of your party heal an additional 1d6 hit points.
The creature whose blood is spilled does not gain any benefits of the short-rest. You cannot spill the blood of the same creature to use this feature again until they finish a long rest. The sacrificed creature must be in it's native form in order to use this feature, and magically conjured creatures cannot be used for this sacrifice. If one instance of the 1d8 damage reduces the sacrifice to 0 hit points, it immediately dies and it cannot be resurrected except by a Wish spell.
Blood Sacrifice
At 10th level, when you cast a spell that requires rolling dice for damage, you can choose to deal maximum damage instead. If you do so, you deal the same damage to yourself as well. You cannot use this ability while using your Wildshape ability. You can use this ability a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.
Aura of Corruption
When you reach 14th level, you can use a bonus action to emit an aura of corruption in a 30ft radius. Hostile creatures who enter the aura or start their turn there take necrotic damage equal to half your druid level (rounded down). You regain hit points equal to the damage done by the aura. You cannot use this feature again until you finish a long rest.
Previous Versions
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1/29/2022 3:40:59 AM
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Posted Jan 29, 2022Updated with better balancing of features: