Base Class: Druid
Druids that join the Circle of the Crimson are those that don't follow the typical order of nature. They don't swear to protect nature or its creatures. Instead, Crimson Druids embody the very flesh and blood of nature. Whether it be tearing up the flesh of corrupted creatures, or growing and building trees by providing nutrients through sap, Crimson Druids are an extension of the lifeblood that flows through all living beings.
Circle Spells
Your ability to tap into the blood of natural creatures grants you access to certain spells. At 2nd level, you learn the Blood Shot cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Crimson Spells table. Once you gain access to one of these spells, 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.
| DRUID LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Alter Fluids
Starting at second level, you can harness and manipulate the lifeblood of all natural, living creatures. For you, sap or any plant-like equivalent liquid counts as blood for the purpose of any spell or ability that requires it.
If you cast a spell that does necrotic damage, you can change that damage to blood damage instead.
Sap Guardian
Also at 2nd level, as a result of your devotion and inclusion of the lifeblood of plants and plant creatures, you have encountered, created, summoned, or otherwise manifested a Sap Guardian. A sap guardian is a plant-like creature that is sworn to you by blood, an extension of your embodiment of the blood of the wilds. See its game statistics in the Sap Guardian stat block, which uses your proficiency bonus (PB) in several places. It is friendly to you and your companions, and obeys your orders (no action required). You determine its appearance, but it must be plant-like in some way. This has no effect on its game statistics. If the sap guardian ever dies in any way, you can re-create it by spending 1 hour in a blood ritual, as if concentrating on a spell.
In combat, the Sap Guardian shares your initiative count, taking its turn immediately after yours. If you don't issue any commands, it takes the Dodge action and can move to avoid immediate danger.
Scarlet Reclamation
At 6th level, your familiarity with lifeblood allows you to imbue and renew others with your nature magic. When you deal blood damage on your turn, you can halve that amount of damage (round down), and you or an allied creature of your choice within 60 feet of you magically regains that amount of hit points. You can use this ability a number of times equal to twice your proficiency bonus, regaining all expended uses after a long rest.
Additionally, your Sap Guardian's attacks are considered magical for the purposes of overcoming immunities and resistances.
Bond of Blood
At 10th level the connection to your Sap Guardian strengthens, granting you both resistance to blood damage. In addition, it gains the following benefits.
- The sap guardian deals an additional 1d6 blood damage on each of its Sap Slam attacks.
- Once per turn on the guardian's turn, it can expend uses of your Scarlet Reclamation upon dealing blood damage.
- As an action, the guardian can launch a blob of blood energy at a friendly creature of your choice within 15 feet of it. That creature gains a number of temporary hit points equal to 1d6 + your proficiency bonus.
Manifest Mutation
Upon reaching 14th level, you've progressed your embodiment of lifeblood to the point where you can now apply it to your own body. You can use your action to merge with your sap guardian, gaining the following benefits:
- Your sap guardian shares the same space and speeds as you. While in the form, you cannot move out of the same space as the guardian. If any effect were to force one of you to move, you both do so. Both you and your sap guardian ignore nonmagical difficult terrain.
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
- You are immune to the grappled, poisoned, and bleeding conditions.
You can stay in this form for 1 minute, until you are incapacitated, die, or end it early as a bonus action. When you exit the form, your sap guardian is shunted to the nearest unoccupied space. Once you use this feature, you can't do so again until you finish a short or longs rest.
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