Blood Rage. As a bonus action, the blood druid can enter a blood rage. This lasts for 1 minute, until the blood druid falls unconscious, or until the blood druid ends it as a bonus action. When entering this blood rage and at the start of its turn during the blood rage, the blood druid loses 5 (2d4) hit points. While during this blood rage the druid can add the number of hit points it lost during its current turn to one damage roll it makes during that same turn.
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): entangle, flame blade, absorb elements, thunderwave
2nd level (3 slots): hold person, barkskin
3rd level (3 slots): call lightning, erupting earth, speak with plants
4th level (2 slots): blight, grasping vine, wall of fire
5th level (1 slots): awaken, contagion
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Description
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
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