Base Class: Druid
The fabled ponds and waterfalls of life are a myth and legend at best, well that is what is told. The circle of life druids seemed to have either started the rumors or found the secrets themselves. One thing is for certain that the circle holds the deep secrets to healing magic for them selves and they aren't exactly sharing details in how they produce their effects. Using the mystical healing abilities of water, they can revitalize and heal the mortal body like no other profession can.
Bonus Cantrips
Starting at 2nd Level
Through the healing aspects of the life springs the circle understands the very nature of life it self. You may now use Spare the Dying and Resistance cantrips as if they were druid cantrips.
Life's Springs Water
Starting at 2nd level
At the begin of the new dawn you may dig a hole; that reaches at least 3 feet deep, while meditating for your spells the hole will fill with water. The water is water from the life spring itself, once you have finished you may gather 1d6 worth of vials of water, once sealed the water becomes enchanted able to heal 1d6 worth of hit points. When you reach 5th level you may you may add an additional 1d6 per a spell slot of 3rd level or higher. This effect last up to 8 hours and after which the vials become standard water.
Circle Spells
Starting at 3rd, then 5th, 7th, 9th level
You gain access to the following circle spells. Once you gain the spells granted to you by the circle, you always have them prepared, and it doesn't count against you the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, the spell is considered to be a druid spell for you.
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Druid Level |
Circle Spells |
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3rd |
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5th |
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7th |
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9th |
Eyes of Water
Starting at 6th Level
Once per a short rest you may commune with a water elemental spirit, you must be able to pull a drop of water from your source you are trying to commune with.This takes 1 minute to activate. Treat this ability as though you are using Speak with Plants, just using water sources instead of plants.
Shared Vitality
Starting at 10th Level
So long as one of your party members have drank from the life spring since the new dawn they can also receive extra healing. All that have used a life spring vial when taking a short rest gains half the hit points that you receive from your hit dice. Subsequently, if you use Cure Wounds; during your short rest, on yourself, you may choose one target to also heal, using the same result you rolled for your self.
Healing Rain
Starting at 14th Level
Once per a day as an action, you may cast any healing spell that you have access to. The spell in question follows the same rules as stated by the spell, after the spell has been cast a 15 - foot radius, rain starts to fall. The rain for up to 1 minute gives all allies Regeneration; that applies at the start of their turn, equal to the spell level in which the spell was cast, this does require the druid to keep their concentration for the duration. The healing rain stops if the druid loses their concentration or the duration of 1 minute has passed.
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