Druid
Base Class: Druid

There is an inherent power in blood. Druids of this circle learn to draw on that power through acts of sacrifice.

Throughout the Blood War the devils have managed to hold back the demon hordes that continue their attempts to swarm the Nine Hells. The devils typically don't seek worship, seeking to gain power within the infernal hierarchy, not caring particularly for followers unless they can aid their rise. Devils are typically seen as an antithesis to the natural realm, but a select number of druids done the blasphemous and learned to harness their infernal power.

By partaking in the flesh and blood of the devils themselves, a new form of devil-priest was born — the blood witch, druids belonging to the Circle of Blood. Today many blood magic practitioners study at the feet of hags or travel in search of the forbidden arts.

While the first blood witches discovered power in the spilled blood of demons and devils as a result of the Blood war, the practice has evolved to draw upon the forbidden energies in mortal blood as well, including the spellcaster’s. Druids of the Circle of Blood are able to enhance their magic by consuming a portion of their own essence, or even offering a sacrifice in their stead. This form of blood magic is strictly forbidden by the gods and fervently hunted throughout the world, but the practice is still used in dark and forgotten places. 

Circle Spells

At 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level in the Circle of Blood Spells table.

Once you gain access to one of these spells, 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

3rd - hold person, sense lifeblood (Grim Hollow)

5th - blood bond (Grim Hollow), sanguine poppet (Grim Hollow)

7th - circle of scarlet (Grim Hollow), dark sacrament (Grim Hollow)

9th - dominate person, mortality (Grim Hollow)

Blood Enhancement

At 2nd level, you delve into the old ways, learning to use your own blood to enhance your magic. Whenever you cast a spell you can use your bonus action to cut your hand, bite your tongue, or perform some other minor self-injury. Select one of the spell enhancements below and expend 1, 2, or 4 Hit Dice depending on the potency level chosen; each spell enhancement has three levels of potency.

  • Damage. If the spell deals damage, roll 1, 2, or 3 additional damage dice. If the spell deals multiple types of damage, choose which type you increase.
  • Range. If the spell has a range other than Self, increase the range by 30, 60, or 90 feet.
  • Area. If the spell has an area, increase the area by 10, 20, or 30 feet.
  • Targets. If the spell is capable of targeting more than one creature, increase the number of targets by 1, 2, or 3.

Starting at 10th level, you can choose two spell enhancements, expending Hit Dice for each.

Sacrifice

Beginning at 6th level, you can make unwilling sacrifices of your enemies. Whenever you use your Blood Enhancement feature, you can choose a creature within 5 feet of you that has been damaged in the last minute to supply the blood sacrifice. The creature must make a Constitution saving throw or have their maximum hit points reduced by the average result (rounded up) of 1, 2, or 4 of the creature’s Hit Dice. For example, if a creature has d10 Hit Dice and supplies the sacrifice for a 1st-level potency enhancement, their maximum hit points are reduced by 6. If the target passes the saving throw, you expend your Hit Dice as normal. Starting at 14th level, you can select two spell enhancements when using this feature. The target makes one Constitution saving throw, reducing their maximum hit points for each spell enhancement on a failure.

You must finish a long rest before using this feature again.

Forbidden Forms

Starting at 10th level, you have learned how to take on forms of the devils. When using your Wild Shape, you can transform into any creature with the devil subtype with a challenge rating as high as your druid level divided by 4, rounded down.

 

Dark Offering

Starting at 14th level, you can make a ritualistic sacrifice to gain untold power. In order to complete the ritual, you must spend 1 hour chanting, burning incense, and preparing runes in the presence of a willing or incapacitated creature. The creature must either have 5 or more Hit Dice or an Intelligence of 7 or higher. During this hour, you are considered to be taking hostile action against the target and damaging them.

Spells such as charm person and dominate person fail if the target is subject to this feature.

At the end of the hour, you kill the creature, offering their blood to Asmodeus or some other Archdevil. In exchange, you gain one spell enhancement from your Blood Enhancement feature at its highest potency for 8 hours.

Once you use this feature, you cannot use it again for 8 days.

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