Base Class: Druid
Blood can prove just as fertile a soil as dirt. Grow your garden in your enemy's wounds and sing to them an orchestra of their agonizing wails. When the roses have bloomed, harvest their vitality to enhance your own.
- A blood magic (hemomancy) inspired subclass for the Druid, originally created by and owned by Brimstone95 on GMBinder, but modified in order to fit DnD Beyonds class creating guidelines.
Rose Garden
Starting at 2nd level, each time you deal piercing damage to a creature, other than with your Morbid Bouquet feature, a blood rose sprouts from the wound. A creature's movement speed is reduced by 5 feet for each blood rose growing from them. A creature can only have up to 5 blood roses one them at one time. A blood roses wilts after 1 minute, or if a creature removes it as an item interaction.
Morbid Bouquet
Beginning at 2nd level, you can expend one use of wild shape as a bonus action to bloom a number of blood roses equal to your Constitution modifier on a target creature you can see within 30 feet of you, whose current hit points are lesser than its maximum hit points. The target takes 1d4 piercing damage for each blood rose bloomed in this way.
The damage dealt by blood roses increase at higher levels; 1d6 at 8th level, and 1d8 at 13th level.
Thorn Burst
Starting at 3rd level, as an action, you can make a bouquet of crimson thorns jut out at a point you can see within 60 feet of you. Each creature in a 10-foot radius Sphere centered on that point must make a Dexterity saving throw, where the save DC is equal to your spell save DC. A target takes 2d6 piercing damage on a failed save, or half as much damage on a successful one. You can use this feature an amount of times equal to your proficiency bonus, and gain all uses back upon finishing a short or long rest.
The damage of this feature increases at certain levels; 3d6 at 8th level, and 4d6 at 13th level.
Rose Reaper
At 6th level, whenever you would deal slashing damage to a creature with one or more blood roses, each rose wilts and deals 1d8 necrotic damage to the creature for each rose they had on them. In addition, you learn cloud of daggers. This spell is always prepared, doesn't count against the number of spells you can prepare each day, and counts as a druid spell for you.
Floral Aroma
At 10th level, the pleasant scent of flowers emits from you at all times. While a creature is within 10 feet of you, you gain advantage on any Intimidation(Charisma), Deception(Charisma) and Persuasion(Charisma) checks made to socially interact with them.
Creatures that lack a sense of smell and/or are immune to the charmed condition are unaffected by this feature.
Thorn Coffin
When you reach 14th level, as an action, you can trigger a sudden and violent growth among blood roses around you. Each creature within 60 feet of you with a blood rose growing from them must make a Strength saving throw, where the save DC is equal to your spell save DC. On a failed save, each creature takes 1d6 piercing damage for each blood rose growing from them and becomes restrained. On a success they take half as much damage and are not restrained. A target must repeat the saving throw at the start of their turn, ending the effect on a success or until no blood roses remain growing from them. Once you use this feature, you can not use it again until you finish a long rest.
Previous Versions
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7/28/2024 7:43:02 PM
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