Druid
Base Class: Druid

Originating in the wastelands of Droaam and beyond, among the tieflings of the Venomous Demesne, and in the far flung isles of Q'Barra, comes the tradition that Vol understood in her search for eternal life; the magic of blood. Druids that follow the path of the Blood Shaman are often taught by a mentor in the subject, forming a long bloodline of practitioners of this long forgotten and primal magic. Your abilities extend not only to the nature in the wilds, but the ebb and flow of the crimson rivers as well as the rolling hills that make up the body of every living creature. Blood shamans are adept at both healing as well as combat, depending on the nature of their instructions. This particular form of druidism is practiced almost exclusively by the more monsterous races of eberron, though this is not to say a human could not be taught it.

Blood Training

When you choose this circle at 2nd level, you learn two blood cantrips, Bloodline Tendril and Hemoturgy.

Bloodletting

You gain proficiency in the medicine skill.

Sanguine Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Visceral Tradition

Your mystical connection to your lifeforce infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to blood spells.

Once you gain access to a circle 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

3rd

fortify lifeblood, Hemolysis

5th

iron defense, gentle repose

7th

speak with dead, sanguine barrier

9th

blood tracking, mass hemorrhage

 
 

Transfusion's Relief

Starting at 6th level, you may use a bonus action to roll one of your hit dice. Reduce your current health by this amount, then heal another creature by 2d8 + your spellcasting modifier for healing. This can be done a number of times per day equal to your wisdom modifier, which reset after a long rest.

In addition, whenever you roll to regain hitpoints from hit dice, the number rolled is always treated as the maximum amount.

 

 

Shaman’s Ward

When you reach 10th level, you have advantage on insight on any creature type as long as you posess one of its bones. Additionally, you are immune to poison and disease.

Bloodcurling Presence

When you reach 14th level, creatures sense your connection to the primordial blood and become hesitant to attack you. When a beast or undead creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Previous Versions

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