Draw Blood
At 2nd level, whenever a Small or larger creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to gain one of the following benefits:
- The next time you cast a spell that causes a creature to regain hit points, you can cause one creature other than you affected by the spell to regain an extra 1d6 hit points.
- You gain temporary hit points equal to your Wisdom modifier (minimum 1), and your attacks are infused with toxins. While you have these temporary hit points, your melee weapon attacks deal an additional 1d6 poison damage.
Aura of Desiccation
Starting at 2nd level when you choose this circle, your understanding of the blood alchemy influences your immediate surroundings whenever you will it. At the start of its turn, any Small or smaller plant or beast of CR 0 or lower within 15 feet of you is reduced to 0 hit points. You can use your bonus action to make the aura inactive or to reactivate it.
Additionally, you gain a proficiency in alchemist’s kit.
Cruel Alchemy
At 6th level, you learn to distill the life and blood you've collected into potions. During a short or long rest, you can perform a ritual in which you draw the life force of everything living around you to craft one potion. The potion retains potency for 24 hours or until you use this feature again, after which it becomes inert. The potion grants your choice of one of the following benefits after its consumption for 1 hour:
- You gain a climbing speed equal to your walking speed, and you have advantage on Strength (Athletics) checks you make to climb.
- You gain the “enlarge” effect of the enlarge/reduce spell for 1 hour (no concentration required).
- You regain hit points equal to 4d4 + your Wisdom modifier.
- You gain resistance to your choice of either acid, cold, fire, lightning or poison damage.
- Your blood bursts out of your arms, dealing to you 1d8 necrotic damage and granting you natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Crimson Wild Shape
When you reach 10th level, you gain resistance to necrotic damage and you do not need to breathe. You also become immune to poison damage and poisoned condition, as well as diseases.
Additionally, you can can expend two uses of your Wild Shape at the same time to transform into a troll or a vampire spawn. While transformed into either of these forms, your Aura of Desiccation remains active and its range increases to 30 feet.
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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