Druid
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 civilizations, 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.

Blood Magic

You have the spells listed for your Druid level and lower prepared from the table below, you can cast these spells while in your Monstrous Forms.

DRUID LEVEL Blood SPELLS
3 Shatter, Bane, Chill Touch
5 Speak with Dead
7 Blight
9 Insect Plague

 

Monstrous Transformation

Absorb Essence. You can gain additional Wildshape forms by absorbing the essence of another creature by consuming its flesh. As a Magic Action, make a Constitution saving throw, DC = 10 + the CR of the target creature, on a success you add the creature to your Known Forms. Once you use this feature you cannot use it again until you finish a Long Rest.

Monstrous Forms. You  can absorb the essence a creature of any type, except constructs and humanoids, that is of a CR lower than your Druid level/3 (rounded down). You can have a number of these additional Monstrous Forms equal to your Wisdom modifier. If you already have your maximum number of Monstrous Forms known you can replace one of them with a new creature when you Absorb Essence.

Blood Sacrifice

Starting at 6th level, sacrifice your own blood to empower your magic, you gain the following abilities:

Empower Spell. When you cast a spell that deals damage or causes a creature to regain hit points, you can reroll one or more of the dice used to determine the damage or healing done by the spell, you must use the new rolls. You take 1d4 damage which is not reducible in any way per die you reroll.

Draw Power. One per day, you can regain spellslots by spilling your blood or that of a willing creature. As a Magic Action, you deal damage to the target up to your Druid level, to regain spellslots of a total level equal to half the damage you dealt. Once you use this feature you cannot use it again until you finish a long rest.

Sentinel of Death

Starting at 10th level, whenever a creature within 60 ft of you is reduced to 0 hit points, you can use a reaction to produce one of the following effects of your choice:

Flames of Death.  You cause the creature to burst into flames, it and all creatures within 10 ft of it must succeed on a Dexterity saving throw against your spellcasting ability modifier, taking 2d10 fire damage on a failure or half as much on a success.

Snuff the Flame. You deal necrotic damage equal to your Druid level to another creature you can see within 60 ft of you.

You can use this feature a number of times equal to your Wisdom Modifier, regaining all uses when you finish a long rest.

Desolation

Starting at 14th level, when you cast a spell that deals damage, you can expend a use of your Wild Shape to add a bonus equal to your Druid level to one damage roll of the spell.

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