Base Class: Druid
The Circle of Sanguine is a smaller sect of druids who have found their connection to nature through their own bodies and have formed deep bonds in the shedding of their own blood to maintain the balance that is required of the world around them. Their powers vary and can be used to both heal and harm those around them, but their mission is all the same, to bring a swift end to those who would think to harm the woodlands. These druids tend to have a better understanding of what it means to take life to save others lives and because of it they are viewed with both gratitude and fear from their fellow druids as they know the job must be done but it never gets easier to watch your brethren hunt and slowly change because of it.
Ravaging hunger
When you choose this circle at 2nd level, Your wildshape feature gains another form of use.
While in wildshape form you can choose to expend a spell slot as a bonus action to enter a state of Ravaging Hunger allowing your beast form additional perks until the start of your next turn. The higher level of spell slot you consume the longer your Ravaging hunger will last. Ex: 1st level = until the start of your next turn, 2nd level would be 2 turns, 3rd level would be 3 turns, etc, etc.
- While Ravaging hunger is active your beast form gains the following benefits:
- You heal for half the damage you do each turn
- Your beast form can make an additional attack
- Your movement speed increases by 10 feet
- Your beast form gains a bonus to Strength, Dexterity, and Constitution saving throws equal to your proficiency bonus
Sanguine Recovery
Starting at 2nd level, you have learned to sacrifice your own health to bring about additional power in your spellcasting.
As an bonus action you can regain a spell slot equal to the an amount of hitdice you expend. For example: You my expend 2 hitdice to regain one 2nd level spell or two 1st level spells.
In addition when you cast a spell that does necrotic, acid, or poison damage you can choose to amplify the spells power and damage by expending a hitdice and adding the roll to the spells damage. You may also amplify healing spells in the same way.
Ichor Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your bond with hemomancy and nature.
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.
Circle of Sanguine
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Bolstering Blood
Starting at 6th level, you have learned to increase your wildshape capabilities once more.
When performing your wildshape you may transform into a creature with the cr equal to half your hitdice, and when you use this feature those hitdice are consumed and your humanoid form takes damage equal to the rolls of the hitdice consumed. Ex: level 6 can expend three hitdice to become a cr 3 creature and takes 3d8 self damage to its main form in return.
Relinquishing Rites
Calling upon the various forms of your ties to nature you can channel them into your wildshapes power
As a bonus action you take damage equal to one roll of the beasts hitdice to do dealing an additional amount of damage with each strike equal to your proficiency bonus while in wild shape form, when you use this feature you can choose to make the extra damage poison, acid, or necrotic. This effect lasts for one minute.
When you use this feature your beast forms attacks count as being magical weapon attacks for overcoming resistances
Hemomantic Ward
- When you reach 10th level, You gain the following benefits
- You are immune to poison and disease.
- When you cast a spell that heals or deals acid, poison, or necrotic damage you gain an additional bonus to damage or healing equal to the number of your remaining hitdice
- At the start of your turn if you have less than half your hitpoints in your humanoid form you regain hp equal to your Wisdom Modifier
- If you fall to below 0 hitpoints you are automatically stabilized
Crimson Sanctuary
- When you reach 14th level, You have learned to manipulate the powers of blood to extend from yourself to those around you.
- When you cast a healing spell you can choose to expand its power and range causing a large sphere of your blood is drained and begins to flow around you like a torrent of water. You take damage equal to your remaining hitdice and all friendly creatures that start their turn within 30 feet of you gain a number of temporary hitpoints equal to the your level. This effect lasts until the end of your next turn.
- When you cast a damaging spell that uses necrotic, poison, or acid you may also choose to do a similar effect causing a stream of corrupted blood to flow around you, Taking damage equal to the number of your remaining hitdice you cause all enemies who start their turn within 30 feet of you to take damage equal to your level. This effect also lasts until the end of your next turn.
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