Druid
Base Class: Druid

Druids of the the Circle of Crimson focus on the blood of creatures since it is the force that keeps creatures alive, it allows control of the body and can be made into a deadly weapon with the right techniques.

These druids are typically known as hemomancers and blood mages. Their techniques are often eschewed from other druid circles due to their abilities to quickly be used for immoral reasons and get in the way of the standard druid goals. These druids tend to be considered the hitmen of the natural world.

Circle of Crimson Features

Druid Level Feature
2nd Circle Spells, Blade of Blood
6th Blood Magic
10th Life Siphon
14th  Hemomantic Control

Circle Spells

Your understanding of the blood in creatures allows you to control creatures, create constructs of blood and heal allies. At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Crimson Spells table.

Once you gain access to one of these spells, 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.

Circle of Crimson Spells

Blade of Blood

At 2nd level, as an action you can expend a use of your Wildshape feature to create a magical weapon made out of your own blood. They are all simple weapons with which you are proficient. The attack and damage rolls can use your Wisdom modifier instead of the usual Strength or Dex. On subsequent turns you can switch the weapon to another option for a bonus action. If the weapon is more than 5 feet away from you for more than one minute it disappears but you can recreate it before this feature ends with a bonus action.

Scythe. Your blade of blood forms a scythe. Your scythe deals 1d10 slashing damage on a hit and has the reach and heavy properties.

Scimitar. Your blade of blood forms a scimitar. Your scimitar deals 1d8 slashing damage and has the light property. Once on each of your turns when you damage a creature with your scimitar, you regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point).

Tomahawk. Your blade of blood forms a tomahawk. Your tomahawk deals 1d6 slashing damage and has the thrown property with a range of 60 feet. The tomahawk returns to you after you throw it.

The Blade of Blood lasts for 10 minutes, if you use this feature again, you Wildshape, or if you die.

Blood Magic

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you can use your action to cast a cantrip and make a weapon attack as a bonus action.

Life Siphon

At 10th level, you are so adept in the manipulation of blood that you can take life force from a group of creatures through your Blade of Blood and give it to other creatures. While you have your Blade of Blood feature active you can make a special spell action and throw your weapon in a 60 foot line. Every creature in the line must make a Dexterity saving throw taking 4d10 + your Wisdom modifier necrotic on a fail, or half as much as a success. This heals yourself and a number of creatures equal to the number of creatures affected by the action within 30 feet of the line equal to the necrotic damage rolled. Your Blade of Blood feature ends. You can make this special action once per long rest.

Hemomantic Control

At 14th level, the ability to control a creature's own body through their bloodstream is now merely an extension of your body. When you hit a creature with your Blade of Blood feature you can force the target to make a Wisdom saving throw. If the target fails, the creature becomes charmed by you until the end of your next turn. When charmed in this way it will attack the closest creature of your choosing on its turn, if the creature is not within range the charmed target will move as much as it can to reach the creature of choice. The target cannot take reactions and the charm cannot be broken. This charm bypasses immunity to the charmed condition but doesn't work on constructs or undead. You can only have one creature under this charm effect at a time. If the target succeeds it does not become charmed and becomes immune to the effect for 24 hours.

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