Circle of Blood
Overview
The Circle of Blood was developed by some of the humans involved in the original overthrow of Nyrae, considered at the time to be a necessary risk to drive out those who desecrate nature with over farming and deforestation. Circle of Blood Druids have given themselves over to the Beast within that some Druids of the Moon have felt tugging at the edges of their thoughts when they Wild Shape too often. A form of controlled Lycanthropy called The Beast Within has made these Druids deadly weapons of war, more focused than Wild Shapers but with some risks. Blood Druids must partake in several rituals in order to control the bloodlust that comes with this path and failure to adhere by their observances can have dire consequences for the Druid and their companions. Some Druids at Epherniss have worked to keep these druids out of the Spirit Tree, deeming them too dangerous to be in the city, as such Blood Druids are only really found in northern Daelin Overgrowth, the area of Nyrae they control.
The Beast Within
Blood Druids attune themselves to a particular type of beast, most commonly wolves, tigers or bears. The rule is that it must be a terrestrial, land based, beast and cannot be an Abomination or Monstrosity. Once they have done so, they lose the ability to Wild Shape.
The Blood Price
Every month, a Blood Druid must make a blood sacrifice of a sentient being, the key elements to this is that the Blood Druid must hunt the being in their full were-shape and consume part of them when doing so. This keeps The Beast Within contained. If a month passes and this ritual cannot be completed, every week after the Blood Druid must make a Wisdom Saving throw to not give in to The Beast. If they succeed they get a weeks reprieve in order to complete the ritual, but if they fail they lose control and give in attacking any and everyone until their bloodlust is sated. If the druid is restrained for any reason and cannot hunt during this time they will revert back to humanoid form in 48 hours and be given another chance to make a Wisdom Saving Throw.
Beast Unleashed
3rd-level Circle of Blood Feature
Instead of Wild Shape, as a bonus action, Blood Druids can transform into The Beast Within. They take on some of the statistics of their chosen were-form based on their level when changing, as well as the following changes.
Druid Level | Characteristics |
---|---|
3rd Level | No multi-attack, bonus HP (3d8+3), resistance (not immunity) to non-silvered / non-magical weapons, 12 AC |
5th Level | 2attacks/round, bonus HP (4d8+4), 13 AC |
9th Level | Immunity to non-silvered / non-magical weapons |
13th Level | 3attacks/round, Relentless (if reduced to 0 HP while in form by an attack doing 20 dmg or less, instead be set to 1 HP) |
Resistance = Half Damage Taken / Immunity = 0 Damage Taken
Deadly Blood
6th-level Circle of Blood Feature
When using form specific attacks (claws, bite, etc). These attacks now count as magical attacks for determining chance to hit, resistances or immunities.
Using these attacks has a chance to infect your target with an uncontrollable rage for 2 rounds, the target must make a DC 11 Constitution Saving throw after your attack round is complete to avoid this fate.
On a failure, the target will randomly select 1 target within sight range and move to attack them physically, this can be a friend or foe and the rage will cause them to make melee attacks even if they would otherwise not do so.
Blood Tracker
6th-level Circle of Blood Feature
You are able to track recently damaged entities. You cannot fail to track any person or animal that has passed from where you are within the last hour.
If you can see a target, prior to combat, you can blood-mark it. Your first attack against it is considered a stealth attack and you gain bonus damage equivalent to a rogue of your level.
Bestial Companions
10th-level Circle of Blood Feature
At 10th Level, twice per long rest, you may summon two spirit animals of your chosen beast. These spirit animals will stay with you for 1 hour and have the stats of a Dire version of those beasts. As they are spirits, they are resistant to bashing, slashing and bludgeoning damage. They have advantage on stealth checks and are able to communicate with the druid on what they have heard, seen or smelt.
The Perfect Hunter
14th-level Naturalist Feature
When in your were-form and within 50ft of any creature with a heartbeat you can visualise where it is in relation to you. You suffer no penalties to fighting in the dark, magical or otherwise due to this.
You can cast Camouflage on yourself at will while were-shaped.
When in combat, once per combat, you can choose to use all actions for that round and launch a frenzied attack against a single target within 120ft. You will automatically Camouflage, dash and attack the target 5 times.
If this target is your blood-mark, you will gain advantage on all attack rolls.