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Circle of Blood

Wreak Bloody Havoc

The Circle of Blood is a keeper of the old ways. They re- member how ancient Druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. These Druids trade blood for life in a delicate balance to bolster their allies and destroy their enemies.

Features

Level 3: 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 LevelPrepared Spells
3Blood Rush, Crimson Lash, Sense Lifeblood
5Blood Bound, Sanguine Poppet
7Circle of Scarlet, Dark Sacrament
9Dominate Person, Mortality

Level 3: Rite of the Blood Moon

As a Bonus Action, you can expend a use of your Wild Shape to adopt the violent savagery of the Blood Moon for 10 minutes. During this time, you gain the following benefits:

Red Resilience. You gain Temporary Hit Points equal to three times your Druid level.

Speed Increased. Your Speed increases by 10 feet, and you can take the Dash action as a Bonus Action.

Violent Strikes. When you hit a creature with a weapon or Unarmed Strike, you can deal an extra 1d6 Necrotic damage to the target.

Level 6: Blood Boon

Whenever a creature you can see within 60 feet of you is reduced to 0 Hit Points, you can take a Reaction to claim the last vestiges of its vitality. You regain 1 spent Hit Die and grant a creature you can see within 60 feet of you Temporary Hit Points equal to your Druid level.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 10: Blood Lust

While your Blood Moon is active, you gain the following benefits:

Improved Violent Strikes. The extra Necrotic damage from your Violent Strikes increases to 2d6.

Red Rage. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Level 14: Exsanguinate

When you use your Blood Boon, you regain spent Hit Dice equal to half your Druid level and give Temporary Hit Points equal to twice your Druid level to a number of creatures up to your Wisdom modifier (minimum of one creature) that you can see within 60 feet of yourself.

Once you use this feature, you can’t do so again until you finish a Long Rest.


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