Druid
Base Class: Druid

Within ancient tombs carved into hill and mountainsides lie powerful secrets, secrets that tell of a time when druidism was more than just mages who liked to create storms and live with animals. The Circle of the Cycle was the first of the druid circles and easily the most vicious. Cannibalism, blood rituals, and necromancy were common practices and easily woven into their mastery of the primal and natural forces of the world. While these druids are not particularly "evil," they are far more willing to get their hands dirty for the sake of results and to ensure the balance of life and death within the world remains in place.

Blood Magic

When you choose this circle at 2nd level, you learn the Toll the Dead and Spare the Dying cantrips. These don't count against your Druid cantrip cap.

At Level 14, you have access to all Necromancy spells and cantrips. 

Ancient Tongue

Starting at 2nd level, your mind connects with the souls of ancient druids, granting you fluency in the Sylvan and Primordial languages.

Dark Magic

Your spiritual connection to the souls of past druids infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to Cylce spells.

Once you gain access to a Cycle 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. 

Druid Level Spells

3rd

false life, ray of sickness

5th

animate dead, vampiric touch

7th

blight, vitriolic sphere

9th

dominate person, insect plague

Blood Rites

When you gain this ability at level 6 you gain access to three bonus action abilities initiated by the consumption of another creature's blood. You can use these abilities a number of times equal to half your Druid level rounded down, and regain all uses on a Short or Long Rest. You automatically consume blood in combat when you attack in your Wild Shape, but may attempt to bite (unarmed strike) a creature in your humanoid form as well. Creatures that do not contain blood (i.e. Constructs, some undead) will not activate this effect. 

You are immune to natural poisoning, disease, and acid damage borne from a creature's blood. You also sense the presence of spilt blood within a mile of you, up to a week old.

Cannibalism

When you consume a creature's blood, you may expend a use of Blood Rites to regain one of that creature's hit die in health. You cannot use this ability with blood that has been outside of its owner's body for more than a day.

Dark Puppet

When you consume a creature's blood you can use your reaction to Charm them. They must succeed on a Charisma check versus your Druid spell save DC or be charmed for 1 minute or until you fall unconscious. If you attempt to use this ability on a creature more than once, they have advantage on their Charisma check.

Memory Trance

Expend a use of Blood Rites when you consume a creature's blood to access their memories. Using this ability places you in a trance for 1 minute as the creature's entirety of memories flashes before you. You may choose to make a DC 15 Wisdom (Insight) check to attempt to find a single, specific memory. You have advantage on this check if the creature is dead. 

Bone Armor

At level 10, while in your Wild Shape you gain an additional 2 AC and your animal appearance is decorated in fitted bone armor.

Additionally, if a creature with bones dies within 30 feet of you while in your Wild Shape, you can choose to telepathically rip the bones from their body, increasing your AC by 1 additional point and increasing the damage of your physical attacks by 2 for 1 minute. This will severely disfigure the corpse making it impossible to resurrect it, and extremely difficult to identify it. This effect ends if you leave Wild Shape or end it as a bonus action. The bonus damage increases to 5 at Level 14. You regain the use of this ability after a long rest.

At Level 14 your Cannibalism ability through Blood Rites increases to 3 of the creature's hit die.

If you have tasted a creature's blood, you can cast Clairvoyance for free with unlimited range to both see and hear through them. You lose the ability to perform this feat after a week has past since tasting the creature's blood.

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