Base Class: Druid
Druids of the Circle of Spring believe completely in the healing and energizing power of nature. They primarily use their magic to support the renewal and preservation of life. The wild energy these druids wield allows them to invigorate others beyond their normal limit.
Organizations within this circle are among the most social of druid circles, gathering and celebrating together as often as possible. Anything from a new birth to a new druid joining the circle prompts widespread celebration.
Circle Spells
Your natural affinity with seasonal magic allows you to cast certain spells. At 2nd level, and again at 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain a circle spell, it is always prepared, it doesn't count against the number of spells you can prepare, and it is considered a druid spell for you.
| Druid Level | CIRCLE Spells |
|---|---|
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2nd |
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3rd |
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5th |
[Tooltip Not Found], revivify |
|
7th |
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9th |
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|---|---|
Spring Touch
At 2nd level, your energy is unbridled. Your walking speed increases by 5 feet. In addition, when you cast a spell that has a range of touch, or a range of at least 5 feet, you can use a bonus action to change the range of the spell to 10 feet, as your energy propels the spell outward. The range changes to 15 feet at 6th level, and 20 feet at 14th level.
Wild Flora
At 3rd level, as an action, you can expend a use of your Wild Shape feature to burst energy out from yourself, covering your body in lush flora and vegetation and creating an aura of energy in a 10 foot radius around you. Each creature of your choice in the aura becomes invigorated with energy and can immediately use its reaction to move up to half its speed and make one weapon attack. In addition, once on each of your turns, you can grant yourself and up to one other creature of your choice in the aura temporary hit points equal to your Wisdom modifier (minimum of one). While a creature has these temporary hit points, its speed can't be reduced, and its movement doesn't provoke opportunity attacks.
The radius of the aura increases to 15 feet at 6th level, and 20 feet at 14th level.
The aura lasts for 10 minutes, or until you use this ability again. You can end it early at any time (no action required).
Energize
Starting at 6th level, while a creature has temporary hit points granted by your Wild Flora feature, it can use a bonus action to teleport up to 30 feet to an unoccupied space it can see.
Once a creature teleports this way, it can't do so again until after you finish a long rest.
Stem
At 10th level, you fully encompass spring. You gain resistance to necrotic damage, immunity to disease and the number of temporary hit points gained from your Wild Flora feature increases to twice your Wisdom modifier (minimum of 2).
Renewal
Starting at 14th level, when you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. When you do so, you and creatures of your choice within 20 feet of you become immune to all damage until the end of the turn, as life energy radiates out from you.
Once you use this ability, you can't do so again until you finish a long rest.
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