Base Class: Druid
Druids in the Circle of the Bloodweaver tend to keep their identities to themselves, as others might not understand the need for blood magic. Some are quiet observers and manipulators, picking up their blood magic talents to continue weaving their web from the shadows. Others may have stumbled into the circle out of need, turning to the taboo magic out of desperation. Some say the blood sings an incredibly alluring song when loved ones are in danger. Whether you choose to preserve or destroy, life hangs on the edge of a knife.
A Perilous Web
Regardless of how one began their journey in the Circle of the Bloodweaver, they find it hard to turn away. For those in need, expectations of further miracles mount. For those drawn by greed, the thirst for power cannot be slaked. Circle members soon find themselves in a web of secrets, lies, and blood.
Scarlet Sacrifice
When you choose this circle at 2nd level, you gain the ability to empower your druidic spells and abilities with blood magic. You gain one Blood Magic option of your choice from the list below. You gain another Blood Magic option at 6th and 10th level.
You can only apply one Blood Magic option at a time. Attempting to begin a new Blood Magic ability will render previous Blood Magics inert. Hit points lost due to using the Blood Magic feature cannot be reduced or resisted and always apply to your original form, they cannot be taken from Wild Shape or polymorphed health pools.
Blood Sacrifice Dice - Roll a number of d8 equal to the Spell's Level (1d8 if the spell is a cantrip).
Ballistic Blood
Roll Blood Sacrifice Dice, you lose hit points equal to the amount rolled. Add the Blood Sacrifice amount rolled to the damage for the spell, using the damage type outlined in the spell being cast. For concentration spells that cause damage on subsequent rounds, you may choose to reroll Blood Sacrifice Dice, lose hit points equal to the amount rolled, and add the amount rolled to the spell's damage for that round.
Clotting Concentration
Prerequisite: 6th level
Roll Blood Sacrifice Dice, you lose hit points equal to the amount rolled. A floating orb of blood forms within 5 feet of you with AC equal to your Spell Save DC and an amount of hit points equal to the amount rolled on the Blood Sacrifice Dice. The orb of blood holds concentration for the duration of the spell. If the orb drops to 0 hit points, concentration is broken and the Blood Magic ends. Using a bonus action, you may move the orb up to 20 feet.
Grisly Wildshape
Select a beast with a challenge rating as high as your druid level divided by 4, rounded down (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Roll d8 equal to the challenge rating of the beast you select (minimum of 1d8), you lose hit points equal to the amount rolled. You then magically assume the shape of the chosen beast.
Your Wild Shape gains Temporary Hit Points equal to the number of Hit Points lost due to using this ability. Add 1d8 Necrotic damage to any attacks made by your Wild Shape form.
Hemocraft Healing
Roll Blood Sacrifice Dice, you lose hit points equal to the amount rolled. When you would normally roll one or more dice to restore hit points to a creature with the Blood Magic empowered spell, instead use the highest number possible for each die.
Pallid Protection
As a Bonus Action, roll a number of d8 equal to your proficiency bonus, you lose hit points equal to the number rolled. Until the end of your next turn, creatures within 10 feet of you have disadvantage on attacks against you and are slowed as if they are moving through difficult terrain.
At 5th level, the radius increases to 20 feet. At 9th level, the radius increases to 30 feet. At 13th level, you can designate any number of creatures you can see to be unaffected by Pallid Protection. Creatures affected by Pallid Protection have disadvantage on all attacks. At 17th level, you may give one creature within range, other than yourself, Temporary Hit Points equal to the hit points you lost as a result of this ability.
Sanguine Sacrament
Prerequisite: 6th level
Roll Blood Sacrifice Dice, you lose hit points equal to the amount rolled. Choose an unprepared spell of a level you can cast that does not restore hit points and is a 7th level or lower spell. You may cast it as a ritual whether it has the ritual tag or not.
Vermillion Voodoo
Prerequisite: 6th level
Roll Blood Sacrifice Dice, you lose hit points equal to the amount rolled. Choose one target of the spell to curse. The cursed target has disadvantage on its first saving throw made against the spell.
Crimson Thread
At 6th level, you may use your knowledge of Blood Magic to track creatures by their blood. If you have the blood of a living creature and it is on the same plane as you, its blood gives a slight tug in the direction of the creature. You have advantage on Survival checks made to locate the creature.
In addition, you can spend 1 minute inspecting blood to identify the type of creature it came from (Aberration, Beast, Celestial, Dragon, Fey, Fiend, Humanoid, etc.)
Familiar Scars
Starting at 10th level, your pool of Hit Die increases to 2d8 per druid level. (At 10th level you would have 20d8, at 11th level you would have 22d8, and so on).
When you take the Dodge action in combat, and are not in a Wild Shape, you may expend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Tides of Blood
By 14th level, you have learned how to use the blood of other creatures in your Blood Magic. When one or more creatures dies within 30 feet of you, until the end of your next turn you do not lose hit points from using any of your Blood Magic features.
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Posted Aug 14, 2021Low key this subclass slaps