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Circle of the Blood Court

Circle of Blood Court Spells Your connection to blood magic and your ability to use blood to control life and death grants you access to certain spells. At 2nd level you learn the Toll the Dead cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Blood Court 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. Druid Level Spells 3rd lesser restoration, warding bond 5th bestow curse, clairvoyance 7th arcane eye, locate creature 9th raise dead, scrying Blood Rites At 2nd level, your circle provides you with the knowledge needed to use your blood to perform rituals. You can cast any Druid ritual spell of a level that you can cast as a ritual, without needing to have it prepared. When you cast a spell as ritual using this feature, you suffer 1d4 piercing damage at the start of the ritual, if you use your own blood as a catalyst. Alternatively, you can use the blood of an animal that has died in the last 24 hours. Blood Offering Starting at 2nd level, you have learned to use your own vitality in order to augment the effects of your druidic spells. When you roll for damage or healing for a spell, you can expand a number of hit dice, equal to half your druid level (rounded up). Roll the spent dice and add them to the healing, or the damage as necrotic damage. If you reduce one or more hostile creatures to 0 hit points with a spell augmented in this way, you get half of the Hit Dice you have spent using this feature back. Forbidden Wild Shape At 6th level, the rites of your circle grants you the ability to transform into monstrosities in addition to the beast forms that are available to you through the Wild Shape feature. In order for you to Wild Shape into a monstrosity, you should have tasted the blood of the creature. You also gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. You can transform into a monstrosity with a challenge rating as high as your druid level divided by 3, rounded down. In addition, your attacks count as magical for the purpose of overcoming resistance and immunity to magical attacks and damage. Sanguine Resilience Starting at 10th level, you gain proficiency with Constitution saving throws. In addition, when damage reduces you to 0 hit points, you drop to 1 hit point and you can immediately expand your reaction and use your Wild Shape feature (if you have any uses left). Improved Forbidden Wild Shape At 14th level, you can expend two uses of your Wild Shape feature at the same time, to transform into a monstrosity with a challenge rating as high as your druid level divided by 2, rounded down.

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