Druid
Base Class: Druid

The warmth of a hearth and a hearty meal, the company of friends and family, and the comfort of all things one might call home. Druids of this circle value the nurturing of those around them above all else, and providing safety and comfort to those who sit by their fire. Often small village herbalists, midwives, or homemakers, Circle of Hearth druids strive for a balance between the bounties of nature and the comforts of civilized life.

Biscuits and Tea

At 2nd level, you gain the ability to offer special respite to those who join you during a short rest. 

A hearty home-cooked meal, a refreshing beverage, or nurturing attention gives all players who join you in a short rest a 1d6 they may add to an attack roll, ability check, or saving throw. This lasts until the players use the 1d6 or until the party takes another short rest.

In addition, during this short rest you may mend any mundane objects, such as torn clothing or broken tools, provided the damage is not extensive and the object is not composed of complicated machinery or arcane components.

Circle Spells

At the 3rd, 5th, 7th, and 9th level, you gain access to circle spells connected to the spirit of the Hearth.
Once you gain access to a circle spell, 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.

Circle of the Hearth
Druid Level Spells

3rd

Lesser Restoration, Aid

5th

Aura of Vitality, Mass Healing Word

7th

Aura of Purity, Stoneskin

9th

Greater Restoration, Circle of Power

Protective Presence

Once you gain this feature at 6th level, whenever a creature you can see within 30 feet of you takes damage, you may use your reaction to roll a d6 and subtract the total from the damage taken.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Robust Rest

At 10th level, the benefits of the Biscuits and Tea feature now also provides allies with temporary immunities. All allies who take a short rest with you gain immunity to poison and disease for 8 hours, or until the party takes another short rest.

Home Is Where the Hearth Is

Starting at 14th level, you can create a magical home in 7 days time. It can be no less than 30 feet long and 10 feet tall on each side on the outside, but is no more than 50 feet long and 40 feet tall on each side. It could be a cozy cabin, a tower of stone, a garden enclosed with a fence, or any other type of domicile.
The interior is always warm and dry, regardless of the conditions outside. The home includes familiar comforts, including:

  • A bedroom with beds and storage chests.
  • A dining space and fully stocked kitchen.
  • A washroom with toilets and washtubs.
  • A lounge with couches, armchairs, and a magical fireplace.

While the spell effect has an unlimited duration and the structure has a physical presence in the world, it can be moved once per week in a ritual that takes one hour to a location within 10 miles. Each time it is moved the outer dimensions of the house can be altered to fit the new location, but the interior remains the same.

Previous Versions

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