Druid
Base Class: Druid

Blood flows through the veins of all living creatures. Blood is one of the great lifeforces of Nature Herself, and through it She can grant great power. Blood can also be used when giving back to Nature, as an offering. Druids of the Circle of Blood, also known as The Crimson Circle, use this knowledge of both the bond and the sacrifice they may make with blood to gain the power needed to preserve and protect the great many wilds of nature.

Circle of Blood Spells

When you reach a Druid level specified in the Circle of Blood Spells table, you thereafter always have the listed spells prepared.

Circle of Blood Spells
Druid Level Prepared Spells
3 Inflict Wounds, Hold Person, Chill Touch
5 Life Transference, Vampiric Touch
7 Compulsion, Locate Creature
9 Dominate Person, Greater Restoration

Blood Puppet

Starting at 3rd level, you are able to invigorate the blood within a dying creature as it takes its last breath, giving it one last act of violence. Whenever a creature you can see within 60 feet of you drops to 0 hit points, you can use your reaction to momentarily animate its corpse. This feature cannot target constructs or undead.

The creature can immediately move up to half its movement speed and make one weapon attack against a target of your choice within its range. You add your Wisdom modifier to the damage roll of the attack. The creature does not provoke opportunity attacks as it moves this way.

When you control a creature this way, you may sacrifice and roll one of your hit dice from your hit dice pool. You lose hit points equal to the number rolled and may choose to have the creature instead move its full movement speed or make its attack with advantage.

Bleed Out

Starting at 6th level, when your spells draw blood, you can use your talents to draw more, pulling your foes' life force out like a fountain. Whenever you cast a spell of 1st level or higher that would deal damage to a creature or creatures, you may sacrifice and roll one of your hit dice from your hit dice pool.

You lose hit points equal to the number rolled. If you spend a hit die this way, you add two additional dice of the damage dice type to the damage roll of the spell, and the spell's damage type becomes necrotic.

Blood Drinker

Also at 6th level, you are able to siphon the blood from a dying creature to revitalize yourself. Whenever a creature dies within 30 feet of you, you may pull the blood from their veins and regain one hit die. You may use this feature a number of times equal to your Wisdom modifier per long rest.

Splatter

At 10th level, you are able to energize the blood in your Blood Puppet's body to such a degree that it violently bursts in a crimson explosion. Whenever your Blood Puppet finishes its attack, you may cause it to erupt into a red mist. Each creature in a 10-foot-radius sphere of the Blood Puppet must make a Dexterity saving throw against your spellcasting DC.

A target takes 8d6 necrotic damage on a failure and half on a success. When you burst your Blood Puppet this way, you may sacrifice and roll one of your hit dice from your hit dice pool. You lose hit points equal to the number rolled, and you may choose to either double the radius of the explosion to 20 feet or give all effected creatures disadvantage on their saving throw.

You may use this feature once per long rest. You may also consume a charge of your Wildshape to regain a use of this feature.

Exsanguinate

By 14th level, your connection to and control over blood is so strong, that you can create and command entire entities comprised entirely of blood. Once per long rest, after your Blood Puppet finishes its attack, you may rend the blood from its body and form a "Blood Elemental"; It has the same statistics as a water elemental except is is also immune to necrotic damage, has an Armor Class of 16, and it adds your Wisdom modifier to its attack and damage rolls. 

The Blood Elemental remains until you finish a long rest or it is killed, whichever comes first. The Blood Elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Blood Elemental, it defends itself from hostile creatures but otherwise takes no actions.

Additionally, as a bonus action on your turn, you may sacrifice and roll one of your hit dice from your hit dice pool. You lose hit points equal to the number rolled and restore hit points to your Blood Elemental equal to three times the number rolled.

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