| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +9 |
| CHA | 14 | +2 | +2 |
Spellcasting. The blood druid is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips: Frostbite, Infestation, Mold Earth, Poison Spray
1st level (4 slots): Absorb Elements, Cure Wounds, Fog Cloud, Thunderwave
2nd level (3 slots): Flame Blade, Hold Person, Pass without Trace, Spike Growth
3rd level (3 slots): Call Lightning, Erupting Earth, Speak with Plants
4th level (3 slots): Blight, Confusion, Grasping Vine, Wall of Fire
5th level (2 slots): Awaken, Contagion
6th level (1 slot): Wall of Thorns
7th level (1 slot): Regenerate
8th level (1 slot): Control Weather
Blood Funnel. Melee or Ranged Spell Attack: +9, range 15 ft., one target, Hit: 13 (2d6+5) necrotic damage.
In addition, The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
The blood druid regains hit points equal to the reduction in maximum hit points the target suffers as its blood shoots out of a wound or its eyes and into the druid’s mouth. If the target saves, the druid regains hit points equal to half of the damage dealt, rounded down.
Blood Rage (1/Day). 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 each of its turn while in blood rage, the blood druid loses 5 2d4 hit points. While in blood rage, the druid can add the number of hit points it lost from the blood rage during its current turn to one damage roll it makes during the same turn.
Description
Once an integral part of the Kavani tribe, the druids of Yester Hill are mere shadows of what they were in generations past. No more are they attuned to the natural world around them, and no more does that natural world call out to them. Instead, they have fallen to darkness at the expense of their ability to shape shift into other animals. But that does not mean that the druids are powerless—quite the opposite, in fact. In the absence of their ability to change shape, some druids have taken inspiration from the lord of the land and have unlocked the power of blood. By sacrificing their own blood, these druids can enhance their physical abilities. Additionally, they can drain the blood of others— from a distance—to replenish their own life force!
From: Raising the Stakes, by Lunch Break Heroes
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