Base Class: Druid
Druids of the Circle of the Crimson Moon embrace the savage rhythms of nature, red in tooth and claw. Their path is not one of quiet growth or gentle harmony, but of raw instinct, fierce transformation, and untamed hunger. Steeped in ancient rites and primal blood magic, these druids draw power from forgotten lunar rituals, channeling the fury of the moon through their very veins. As the moon waxes and wanes, so too do their forms shift and swell, becoming terrible beasts that embody the relentless will of the wild.
Where others seek balance in the natural world, Crimson Moon druids see a world in constant struggle. They thrive in that struggle, hunting not just to survive but to assert their place as apex predators. Beneath the crimson light of their sacred moon, they relinquish the boundaries of civility and surrender to the beast within. Their howls echo through forest and mountain, announcing their presence with a promise of blood and purpose.
To some, they are monsters, feral and uncontrollable, harbingers of chaos and death. To others, they are sacred warriors, protectors of sacred lands who answer threats with unflinching violence. These druids walk a narrow path between savagery and duty, their claws and fangs guided by ancient instinct and unyielding resolve. Each transformation is a vow, each battle a ritual. They do not just serve nature; they become its wrath, its hunger, and its voice in the dark.
Level 3: Crimson Forms
When you assume a Wild Shape form, you gain the benefits below.
CR. The maximum CR for the form you take equals your total Druid level divided by two (round down).
AC. Until you leave your form, your AC equals 13 plus your Wisdom modifier if that total is higher than your form's AC.
In addition, you gain access to a number of specific forms.
LUNAR STALKER
Medium beast
Armor Class 14 (natural armor)
Hit Points 68
Speed 50 ft.
Skills Athletics +2, Perception +0
Senses Darkvision 30 ft.
Challenge — 2
Actions
Multiattack. The Lunar Stalker makes two attacks when using the attack action: one with its Claw and one with its Bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d10+3 piercing damage and 1d4 necrotic damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8+3 slashing damage.
Blood Howl. Each creature in a 30ft radius must make a DC 14 Wisdom Saving throw or gain the frightened condition. Creatures that fail can reattempt their saving throws at the end of each of their turns to remove the frightened condition.
CRIMSON DIREWOLF
Large beast
Armor Class 15 (natural armor)
Hit Points 120
Speed 60 ft.
Skills Athletics+5, Perception+1
Senses Darkvision 30 ft.
Challenge — 4
Actions
Multiattack. The Crimson Direwolf makes three attacks when using the attack action: two with its Claws and one with its Bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 2d8+5 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 2d6+5 slashing damage.
Bloodlust. While your total health is less than half of your maximum health (rounded down), you gain advantage on your Claw attacks, and your Bite attack deals an additional 2d6 necrotic damage on a hit.
Alpha Lycan Horror
Large beast
Armor Class 16 (natural armor)
Hit Points 210
Speed 50 ft.
Skills Athletics+7, Perception+5
Senses Darkvision 30 ft.
Challenge — 6
Actions
Multiattack. The Alpha Lycan Horror makes three attacks when using the attack action: two with its Claws and one with its Bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target you can see. Hit: 2d10+7 piercing damage and 2d6 necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target you can see. Hit: 2d8+7 slashing damage.
Blood Frenzy Aura. As a bonus action, whenever you deal damage to an enemy that's current hit point total is below half of it's maximum hit point total (rounded down), you can deal an additional 2d6 necrotic damage.
Crimson Regeneration. If you have taken damage between the end of your last turn and the beginning of your current turn, you can heal 10 hit points. This ability can be used in place of Bite during an attack action, or as a bonus action.
Level 3: Circle of the Crimson Moon Spells
You gain access to certain spells once you reach a Druid level.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Moonbeam |
| 5 | Haste |
| 7 | Dominate Beast |
| 9 | Commune with Nature |
Level 3: Crimson Transformation
When you use Wild Shape, you may spend hit points equal to your druid level to activate Crimson Transformation. While in a Crimson Transformation, you gain the following benefits.
- Increase the CR limit of your Wild Shape by 1 (up to CR 6 at level 17).
- Choose one effect: +10 ft speed, +2 AC, or Temp HP = druid level.
- You gain Lycan Claws, natural weapons that deal 1d8 magical slashing damage.
Level 6: Blood Frenzy
Pain sharpens your instincts, and the scent of blood awakens something primal within you. While in Wild Shape and below half your total hit points, you gain the following benefits:
- Your melee weapon attacks deal an additional 1d6 necrotic damage.
- When you reduce a creature to 0 HP, you regain hit points equal to twice your proficiency bonus.
Level 6: Crimson Wild
You’ve unlocked the deeper rites of the Crimson Moon, rituals etched in blood and instinct, invoking power at great personal cost. Starting at 6th level, while in Wild Shape, you can cast a druid spell you know that doesn't require concentration by spending hit points equal to twice the spell's level without expending a spell slot. The spell must have only verbal and somatic components.
In addition, you can choose to adopt a physical mutation reflecting your bond with blood magic. Roll or select from the Mutation Table (see below). These mutations are cosmetic unless your DM allows them to have effects.
| d6 | Mutation | Effect |
|---|---|---|
| 1 | Crimson Veins | Your veins glow faintly red. You gain a +1 bonus to Intimidation checks. |
| 2 | Bestial Eyes | Your pupils become slitted. You gain +10 feet to your darkvision range, but suffer a −1 penalty to Stealth checks in darkness due to your glowing eyes. |
| 3 | Bone Spurs | Hardened bone juts from your limbs. Your melee weapon attacks deal +1 bonus damage. |
| 4 | Blood Hunger | After combat, make a DC 12 Wisdom saving throw. On a failure, you feel an intense craving for blood. This is a roleplaying effect unless otherwise stated by the DM. |
| 5 | Monstrous Limb | One limb twists and thickens. You gain a +2 bonus to Strength checks using that limb. |
| 6 | Feral Mind | You enter a predator’s mindset. You have advantage on Strength saving throws but disadvantage on Charisma saving throws. |
Level 10: Crimson Wild Improvement
Your blood rites deepen, spreading through your allies and bending fate itself. At 10th level, your Crimson Wild feature improves:
-
Sanguine Circle. You can perform a 10-minute ritual, spending 8d10 hit points split among any number of creatures within a 120ft radius. Each participant gains a +2 bonus to attack rolls and saving throws for 1 hour. You may use this once per long rest.
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Vitae Surge. When you cast a spell via Crimson Empowerment, you can choose to also gain temporary hit points equal to your druid level.
Level 10: Packbound Howl
With a howl, you rally your pack, calling them to strike with the fury of the hunt. As a bonus action, you may spend one of your Hit Dice. Each ally within 30 feet that can hear you gains advantage on their next attack roll and temporary hit points equal to your Constitution modifier.
In addition, once per Wild Shape, you regain one use of your Wild Shape if a hostile creature dies within 1 minute of you transforming.
Level 14: Apex Predator
You have become the beast that others fear in the dark, a fusion of instinct, power, and purpose. While in Wild Shape, you gain the following benefits:
- You may make one additional attack when you take the Attack action.
- Once per turn, you regain hit points equal to half the damage you deal with a melee weapon attack.
- You can speak and cast spells that require only verbal components.
Level 14: Crimson Wild Mastery
Your blood magic has become legend, sacrifice flows through you like moonlight on a blade. At 14th level, you master Crimson Wild:
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Vitae Ascension. Once per long rest, you can perform a 1-hour ritual with up to 4 willing participants. You all contribute 12d10 hit points, divided evenly. Upon completion, a primal blood spirit surges through you, granting advantage on all attack rolls, saving throws, and spellcasting rolls for 1 hour. Afterward, each participant rolls a DC 15 Constitution saving throw or gains one effect from the Mutation Table (DM's discretion on duration).
Previous Versions
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