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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