Druid
Base Class: Druid

Druids who belong to the Circle of Witch Doctors understand that to do good, there is sacrifice, and where there is sacrifice, there must be those who can channel it. These druids train in the art of inflicting wounds on themselves to alter the flow of magic, and to taint the minds of their enemies. They also use the art of sacrifice, to conjure totems to protect their allies and to sicken their foes. Druids of this circle are often misunderstood and considered dark entities due to their ties with sacrifice, while some may use their powers to strike fear into the common folk, many use their magic as a form of protection, and to help the wounded or sick. 

Blood Totem

At 2nd level, you have learned to create totems through sacrificing your blood. You can use this feature in place of your wild shapes

You can inflict a wound on yourself equal to 2 times your druid level in necrotic damage to summon a totem out of your life essence that help your allies and harm your enemies. You can place this totem anywhere within 60 feet of you, and it has a 30 foot radius. This totem can be altered by aspects of your choice, and persists for 1 minute.

The effects of your blood totem depend on the aspects of your rituals. 

Ritual of the Bloodless. This ritual gives your blood totem the bloodless aspect the blood spilt by your enemies is sucked into the totem ready to nourish those in need. When an enemy takes damage in your totems aura, provided that damage is slashing, piercing or bludgeoning, that damage is treated as necrotic. Once a turn as an action, half of the necrotic damage can be distributed as false life to whom ever is in your totems aura when they deal this damage.

Ritual of  Mortis. This ritual gives your blood totem the Mortis aspect, as the totem simulates the stages of decay on your enemies. When an enemy steps into this aura, their movement is reduced by 5 times your proficiency bonus. Any creature making more than one attack on one ally in this aura must make any subsequent attacks at disadvantage. 

Ritual of Revival. This ritual gives your blood totem the Revival aspect, as the life force given to your totem, will protect the wounded. Allies that are struck down in this aura make death saves at advantage, on your turn, any ally that is not unconscious gain hit points equal to half your druid level (minimum of 1).

Blood Gift

At 3rd level, your blood totem empowers the negative energies you wield. 

You learn one cantrip that deals necrotic damage.

While your totem is active, you can add your wisdom modifier to the damage of your cantrips that deal necrotic damage.  

Contamination Transfer

At 6th level your study of sacrificial magics now can purify the body and transfer the negative effects to your enemies. You can use this feature equal to your proficiency modifier. 

As a reaction to one of your allies failing a saving throw against being poisoned,  charmed,  blinded,  deafened,  paralyzed, or stunned you can inflict a wound on yourself dealing 2 times your druid level necrotic damage to yourself to transfer this condition to an enemy within 60 feet of you. 

Sacrificial Resistance

At 10th level your countless sacrifices has helped minimize the risk to you, while also aiding in your rituals. 

You become resistant to necrotic damage.

In addition to when you use your blood totem or contamination transfer, you can heal an ally within a 30 foot range for half the damage of your sacrifice. 

Blood Resurrection.

At 14th level your blood totem is an extension of you, and your sacrifice. It's will is your will, and will protect and preserve without command. 

Your totem remains after you go unconscious, in addition if you fail 3 death saves before your totem vanishes, the totem will absorb back into you stopping your death causing you to rise with 1 hit point. 

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