Druid
Base Class: Druid

White mages draw strength from the land and the air to aid people where ever then need it. They focus on drawing the natural healing and protective magics of the land to aid people who need it.

Afflatus Solace

Starting at level 2; You gain the ability to imbue nature around you creating magical flowers with healing and restorative properties. As a bonus action you can use the magics within the flowers that you create to heal 1d6+ your wisdom modifier from 30 feet away, or you may use a lily to cleanse a non undead or construct creature and can end either one disease or one condition afflicting it. The condition can be poisoned or paralyzed The condition can be . You gain a number of magical flowers equal to your Wisdom modifier and regain all uses at the end of a long rest.

Additional Spells

WIZARD LEVEL SPELLS

2nd

Bless

3rd

Aid

5th

Mass Healing Word

7th

Guardian of Faith

9th

Raise Dead

 

Asylum

Starting at 6th level as an action you can designate an area of non refined earth up to 30 feet (dirt, grass, soil) in a  20 feet in diameter for 1 minuet to revitalize living creatures and plants by enriching the soil in said area. Creatures that you choose inside the area that receive any form of healing regain additional hit points equal to your wisdom modifier. Plants heal twice the amount. You can use the feature once per short rest.

In addition non magical plants that are dead or dying are restored back to life.

Divine Benison

Starting at 10th level as an action you can place a barrier around a creature of your choice within 30 feet of you. Depending on the kind of barrier you choose. The barrier lasts for 1 minuet.

Earth: You imbue the target with earth gaining temporary hitpoints equal to twice your druid level and has resistance to non magical damage.

Air: You imbue the air around  your target allowing them to take the dash action as a bonus action. In a addition non magical ranged attacks have disadvantage to hit the target.

Water: You imbue the creature with natures bounty, the creature regains 1d8 hit points at the start of their next turn.

You can only use this feature twice per long rest.

Holy

Starting at 14th level, as an action you can channel divine strength from the land to target creatures in a 20 foot diameter around you. Creatures must succeed on a constitution saving throw or take 10d6 points of damage and be stunned or half as much on a succes and not be stunned. A creature can repeat the save at the end of their turn to no longer be stunned. The type of damage depends what you choose.

Earth: Bludgeoning

Air: lightning

Water: Cold

You can only use holy once per long rest.

Previous Versions

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