Base Class: Druid
Not all druidic magic requires the reverence of nature, or the adoration of ancestor spirits to bequeath extraordinary powers to it's practitioners. There is power in blood. The life-force that flows through all living creatures can be a strong conduit of magical energies, particularly if the bloodline carries in it the latent magic of creatures with ties to the natural world. There are tales of those with the blood of these creatures... fae, green dragons, perhaps elementals... who have awakened the dormant power within their veins and pervert that connection to take what magicks they will from the world around them. They are known as Druids of the Emerald Blood. Their magic is indistinguishable from other druids on the surface, but there is no balance in their soul, and as such are shunned by other circles they encounter.
Secrets of the Emerald Blood
You have learned how to power your spells from the lifeblood flowing through your veins, instead of relying on the guidance of your ancestors or nature itself. While you do not have the same oaths as a druid of another circle would, your magic is still primal in nature and disrupted by wearing metal armor.
When you choose this circle at 2nd level, your casting attribute becomes Constitution and you gain proficiency in a single martial weapon.
Ritual of Vernal Recovery
Starting at 2nd level, you can regain some of your magical energy by offering your lifeblood to the land beneath you. 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 lose 1d4 hit points for each level you choose to recover. These hit points can not be recovered as part of the same short rest as your ritual.
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. You lose 2d4 hit points, and cannot heal them via the same short rest as this ritual.
Circle Spells
Your blood ties you to the woodlands, and you have an affinity with certain spells as a consequence. At 3rd, 5th, 7th, and 9th level you gain access to circle 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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Ritual of Autumnal Reaping
Starting at 6th level, the magical stream flowing through the lands will accept your offerings of blood in exchange for brief glimpses of power. Empowering your spells with your own lifeblood, you are capable of great acts.
You may cast an instant duration spell that you have prepared at a higher level you are capable of, while only expending it's natural spell slot. You lose 1d8 hit points for every level you raise the spell and you may only empower a spell a number of levels equal to or lesser than your Constitution modifier.
For example, you may cast a level 1 spell as a level 3 spell providing you have access to level 3 spells and your Constitution score is 14 or greater. You will lose 2d8 hit points when you do so.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your sanguine connection to nature and become hesitant to attack you. When a beast or plant 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.
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