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Druidic Circle

Circle of the Blood Alchemy immediate surroundings whenever you will it. At the start of
its turn, any Small or smaller plant or beast of CR 0 or lower
You have passed the Sanguine King’s trial of becoming a within 15 feet of you is reduced to 0 hit points. You can use
shapeshifting druid, and now you’ve been rewarded with a your bonus action to make the aura inactive or to reactivate it.
portion of its talents. The servants have put you through a Additionally, you gain a proficiency in alchemist’s kit.
dark ritual that changed you forever. The nature around you
decays as you feed off its blood, utilizing it for your gain. Cruel Alchemy
The art of blood alchemy is considered a great taboo by At 6th level, you learn to distill the life and blood you've
those who know it but do not practice it, for it uses the life collected into potions. During a short or long rest, you can
force of others. Many alchemists would even deny that it exists perform a ritual in which you draw the life force of everything
in order to discourage their students and colleagues from living around you to craft one potion. The potion retains
researching it, dismissing it as mere myths and rumors. potency for 24 hours or until you use this feature again, after
You walk the world, now forever changed by the Sanguine which it becomes inert. The potion grants your choice of one
King’s rite, drawing life from everything around you. Whether of the following benefits after its consumption for 1 hour:
you'll use these powers for the good or get twisted by your
hunger for more influence, only time will tell. What you know You gain a climbing speed equal to your walking speed, and
already is that it would be best to hide your powers from the you have advantage on Strength (Athletics) checks you
civilized world. make to climb.
You gain the “enlarge” effect of the enlarge/reduce spell for
Draw Blood 1 hour (no concentration required).
At 2nd level, whenever a Small or larger creature within 30 You regain hit points equal to 4d4 + your Wisdom modifier.
feet of you is reduced to 0 hit points, you can use your You gain resistance to your choice of either acid, cold, fire,
reaction to gain one of the following benefits: lightning or poison damage.
Your blood bursts out of your arms, dealing to you 1d8
The next time you cast a spell that causes a creature to necrotic damage and granting you natural weapons, which
regain hit points, you can cause one creature other than you can use to make unarmed strikes. If you hit with them,
you affected by the spell to regain an extra 1d6 hit points. you deal slashing damage equal to 1d10 + your Strength
You gain temporary hit points equal to your Wisdom modifier, instead of the bludgeoning damage normal for an
modifier (minimum 1), and your attacks are infused with unarmed strike. These unarmed strikes count as magical
toxins. While you have these temporary hit points, your for the purpose of overcoming resistance and immunity to
melee weapon attacks deal an additional 1d6 poison nonmagical attacks and damage.
damage.
Crimson Wild Shape
Aura of Desiccation When you reach 10th level, you gain resistance to necrotic
Starting at 2nd level when you choose this circle, your damage and you do not need to breathe. You also become
understanding of the blood alchemy influences your

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immune to poison damage and poisoned condition, as well as Credits
diseases. Made by Proph, /u/darude11. Big thanks to GenuineBeliever,
Additionally, you can can expend two uses of your Wild DarthZeus, and many helpful people from DoMT.
Shape at the same time to transform into a troll or or a
vampire spawn. While transformed into either of these forms, Blood Shaman and Blood Shaman (female), by conorburkeart
your Aura of Desiccation remains active and its range
increases to 30 feet. Superior Healing Potion, by Matriarchs-Haunt

Blood Transfusion
At 14th level, all of the blood you've put into the alchemical
research has granted you with an uncanny state between life
and death. Your heartbeat can't be heard or felt, and while you
remain still, you can appear to be dead to magical and non-
magical methods of investigation. You can choose to suppress
or reactivate this effect on your turn (no action required).
When you hit a creature with an attack, you can use your
bonus action to make the creature lose a number of hit points
equal to three times your druid level. As part of the same
bonus action, you restore up to the same amount of hit points,
divided as you choose among any number of creatures that
you can see within 60 feet of you.
Once you use this feature, you can’t use it again until you
finish a long rest.

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