Blood Bond Image
Prerequisite: Wisdom 13 and Druid
 

You have figured out how to enhance your bond with nature through blood. You have -2 on attack rolls against creatures with no blood.

Blood Dice

You gain 3 Hemocraft Dice upon taking this feat, and gain an additional Hemocraft Die at 4th, 8th, 12th, 16th, and 19th levels, up to a max of 8. If you take this feat at a later level, you retroactively gain the Hemocraft Dice you would've gotten at earlier levels. With these Hemocraft Dice, you can use them to do one of two things:

- You may maximize damage die, at an exchange rate of one Hemocraft Die per die maximized. 

- Expend two Hemocraft Dice to gain advantage on an attack roll.

- Expend one Hemocraft Die per level above the normal one of the spell to cast a spell at a higher level without expending a spell slot of that level. However, you must be able to cast spells of the level you wish to cast the spell at, and you will still expend the base spell slot.

-Expend one Hemocraft Die to heal everyone else in the party 1d6

-Expend three Hemocraft Dice to add +1 to the Max CR Rating that you can wild shape into, rounded down.

-Expend one Hemocraft Die for regular attack rolls against creatures with no blood for the next three rounds.

Each Hemocraft Die expended inflicts 1d6+2 damage upon the user.  You can regain 1d4 Hemocraft Dice upon a Short Rest, and regain all expended Hemocraft Dice upon a Long Rest.

Natural Rage

When you choose the attack action with your melee weapon, once a day you may choose to make that attack a Berserk attack. You may sacrifice up to half of your total AC and add that amount to the attack or damage roll. Your AC returns to normal at the start of your next turn if the attack hits. If the attack misses, you may apply the bonus to your next attack with your melee weapon. but your AC remains diminished until you deal damage with your melee weapon. You may also choose to end the effect at the beginning of your next turn. 

Life Blood

You gain a third blood cell type that regenerates one hit point every two turns. This comes with the stipulation that you are required to consume more calories (5000 per day). You can also regenerate a limb after the consumption of a feast (20,000 calories) and a long rest.  Once a month you also have to do a black purge, where you are rendered useless for a full day. At the beginning of each month, you can choose whether to activate your Life Blood or not. You can also end a Life Blood month early by performing a one-hour long ritual in which you take all the damage that your cells had regenerated that month over three turns. After each turn of the ritual, your pain radiates out from you, dealing 1d6 necrotic damage to any creature within five feet of you. You are also rendered useless for 12 hours after the ritual. 

Bloodsight

You have advantage on nature checks about creatures with blood.

You automatically can tell if a plant is edible or not.

 

 

 
Blood Bond Image

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