Druid
Base Class: Druid

Druids of the Circle of the Celestial Grove draw their power from the harmonious connection between the natural world and celestial realms. These druids serve as protectors of sacred groves where the boundaries between the material plane and celestial planes are thin. They commune with celestial beings, embodying the balance of nature and the cosmos. The Circle of the Celestial Grove druids specialize in healing, support, and channeling celestial energy to aid their allies and mend the wounds of the land.

This Subclass and all its features were written by OpenAI's ChatGPT, I love the concept but hate the execution so a check out my other "Circle of the Celestial Grove" subclass for a more balanced and interesting version of it if you like the idea behind this one.

Nature's Bounty

Your connection to the natural world allows you to draw upon its abundance. As a bonus action, you can expend a use of your Wild Shape to produce a burst of natural energy. All allies within 30 feet of you, including yourself, regain hit points equal to your Wisdom modifier (minimum of 1) plus your Druid level.

Eyes of the Forest

Your senses become attuned to the subtle whispers of the forest. You gain proficiency in the Perception skill if you don't already have it. Additionally, when in natural surroundings, you can use your action to see through the eyes of animals within 30 feet of you, gaining their visual perspective for up to 1 minute. This ability can be used a number of times equal to your Wisdom modifier (minimum of 1) before requiring a long rest.

Sylvan Harmony

Your connection to the natural world deepens, allowing you to harmonize with the spirits of the forest. As a bonus action, you can enter a state of Sylvan Harmony that lasts for 1 minute. While in this state, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You and friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks made in natural environments.
  • Once per turn, when you cast a spell that restores hit points, you can maximize the number of hit points regained, as if you had cast it using a spell slot one level higher than the one you used.

Verdant Guardian

At 10th level, your bond with nature deepens, and you become a guardian spirit for your allies. As a reaction when a creature you can see within 30 feet of you takes damage, you can use your Druidic powers to absorb a portion of that damage. The absorbed damage is equal to your Wisdom modifier plus your druid level. This absorbed energy is then channeled into your next spell, allowing you to cast it at one level higher without expending an additional spell slot. This protective link strengthens your connection with the natural world and enhances your ability to shield those around you.

You can use this feature once per long rest, ChatGPT initially didn't put a limit on how many times it should be used and I brought up how powerful it was and it decided on its own that it would be better to change it to being limited to once per long rest for the health of the game even though it knew this subclass will probably never be used.

Primal Surge

At 14th level, your connection to the primal forces of nature reaches its zenith. You gain the ability to tap into the raw essence of the natural world, transcending the boundaries of traditional magic. Once per long rest, you can unleash a Wild Surge of untamed energy. When you do so, roll on the Wild Magic Surge table to determine the effect, using a d100. The result reflects the unpredictable and chaotic nature of the primal forces channeling through you. The surge may bring forth a boon or unleash a challenge, leaving its impact on the battlefield and reshaping the flow of magic around you.

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