Base Class: Druid
In the heart of the ancient forests, where the whispers of the trees mingle with the murmurs of flowing rivers, druids who walk the path of the Circle of the Lifeblood find their kinship with the ties that courses through all living beings. These druids are the guardians of the balance between life and death, wielding the power of blood to heal, protect, and commune with the natural world.
These druids are deeply attuned to the ebb and flow of vitality that sustains all existence. Through intricate rituals and ancient rites, they can manipulate the very essence of life force, harnessing its potent energy to mend wounds, fortify defenses, and forge profound connections with the primordial forces that govern the natural world. Their mastery over the blood that courses through veins extends far beyond mere physical healing. They possess the ability to tap into the metaphysical currents that bind all living creatures, allowing them to commune with the spirits of the land and the ancient entities that preside over the cycle of life and death. This profound understanding grants them insights into the delicate equilibrium that must be maintained, ensuring the harmonious coexistence of all life upon Eigrioch.
|
Druid Level |
Feature |
|
2nd |
Blood Ties, Lifeblood |
|
3rd |
Sanguine Currents |
|
6th |
Sanguine Surge |
|
10th |
Hemomancy |
|
14th |
Blood Harvest |
Sanguine Currents
3rd Level Circle of the Lifeblood feature
Your attunement to the vital essence of living creatures has given you insight into the art of healing. You gain proficiency in Medicine. If you are already proficient, you have expertise in Medicine and add double your proficiency modifier to Medicine checks
Blood Ties
2nd-level Circle of the the Lifeblood feature
You can expend a use of your Wild Shape Feature to forge a mystical bond with the blood of creatures around you. As an bonus action, you can touch a willing creature and establish a blood tie with them.
While within 30 feet of each other, you can communicate telepathically with them, and you gain advantage on Wisdom (Medicine) checks made to stabilize the bonded creature.
Blood Ties last for 10 minutes or until you fall unconscious.
Lifeblood
2nd-level Circle of the Lifeblood feature
You gain the ability to extend your healing spells through the ties of blood. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or a creature within 30 feet of you that you have established a blood tie with regains hit points equal to 1d8 + your Wisdom modifier.
Sanguine Surge
6th-level Circle of the Lifeblood feature
You can tap into the life force of nearby creatures to bolster the vitality of yourself or allies with which you have formed a Blood Tie.
As a reaction, when an ally who is under the effect of your Blood Ties feature hits an enemy, you can choose to increase their damage dealt through a Sanguine Surge.
The targeted enemy takes an additional 1d8 points of necrotic damage. You, or another creature with which you have made a blood-tie with, regain hit points equal to the additional damage dealt.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended charges after completing a long or short rest.
Hemomancy
10th-level Circle of the Lifeblood feature
Your fingers are on the pulse of the very lifeblood of All.
Your damage and healing done by Lifeblood and Sanguine Surge Increase to 2d8.
Your own blood has also grown more resilient against harm.
You gain resistance to necrotic damage, and you have advantage on saving throws against being poisoned.
Blood Harvest
14th-level Circle of the Lifeblood feature
Using your connection to the Lifeblood of All, You can draw the very essence of your enemies forth to revitalize your allies. As an action, you can cause all creatures of your choice within a 30-foot radius sphere centered on you to make a Constitution saving throw against your druid spell save DC. On a failed save, creatures take 8d6 necrotic damage and are poisoned for 1 minute. On a successful save, creatures take half damage and aren't poisoned.
Calculate the total damage done, up to a maximum of 75 points total. You may distribute this total to restore the hit points of any number of creatures of your choice who you can see within the radius.
Once you use this feature, you can't use it again until you finish a long rest.
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