Base Class: Druid
A druid circle that focuses on healing and supporting allies with healing springs and water based magic
Rejuvenating Waters
Starting at 2 level, as an action, you may summon a hot spring geyser of regenerative water, you may use this a number of times equal to your proficiency bonus
You may create this geyser at any open space you can see within 30 feet of you. The geyser takes up a 5ft-by-5ft square and shoots regenerative water out 15 feet and sprinkles water an additional 5. When within the geysers range, allies heal 1d6 damage plus wisdom modifier at 15 feet or half as much at 20. The geyser lasts 30 seconds (5 rounds) and can only be used once per combat.
This ability levels up with you, at level 6 the healing goes up to 3d6, at level 10 the range increases from 20 feet to 30 feet, at level 14 the healing goes up to 5d6.
Circle Spells
At 3, 5, 7, and 9 level, you get spells that are always prepared and doesn’t count against the spells you can have prepared.
|
Druid level |
Spells |
|
3 |
Misty step, Prayer of Healing |
|
5 |
Tidal Wave, Wall of Water |
|
7 |
Control Water, Watery Sphere |
|
9 |
Mass cure wounds, Maelstrom |
Blessing of the fount
Starting at 6 level, whenever you heal a creature, you may grant it a blessing. Until the start of your next turn, whenever the creature using this feature makes an ability check, attack roll, or saving throw, it can roll 1d4 and add the number rolled to the initial roll. Only one blessing can be active at a time
At level 8 and 12, you can have an extra blessing active.
Protective Wave
Starting at level 10, When you see a creature making an attack against an ally within 30 feet on you, as a reaction, you can cast a water shield onto their body, the water shield gives them + 2 AC and 20 temporary hit points, both go away at the end of the ally’s next turn. You can use this a number of times equal to your proficiency bonus, the uses recharge on a short or long rest.
Embodiment of the Springs
Starting at level 14, You get the ability to turn into a healing spring elemental with wildshape, the elemental can only cast the offensive spells Entangle, Grasping Vine, and Spike growth if they are prepared. The elemental can cast any healing or reviving spell you have prepared, the healing spells heal an extra 2d12 and the reviving spells are up to 150 gold cheaper.
In addition, all healing that comes from you gets your proficiency bonus added to it.
Hot Spring Elemental stat block
Hot spring elemental stat block:
Large Elemental Speed 30ft, Swim 90ft
AC 14 (natural armor) Hit points 114 (12d10 + 48)
|
Str |
Dex |
Con |
Int |
Wis |
Cha |
|
18 (+4) |
14 (+2) |
18 (+4) |
N/A |
N/A |
N/A |
Damage resistances: Acid, Bludgeoning, Piercing, and Slashing from non-magical attacks.
Damage immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Sense: Darkvision 60 ft, Passive perception 10
Languages: Aquan, understands your normal form languages.
Water Form: The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multi attack: The elemental makes two slam attacks
Slam: Melee weapon attack + 7 to hit, reach 5 ft, one target. Hit 2d6 steam (fire) + 1d8 bludgeoning +4
Whelm (Recharge 4-6) The elemental shoves forward in a 10-foot cone, any creature in range must succeed a DC 15 strength saving throw or be pushed back 20 feet and fall prone, on a successful save, the creature is pushed back half as much and does not fall prone.
Previous Versions
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9/19/2024 1:39:07 PM
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9/19/2024 1:50:40 PM
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9/19/2024 1:53:50 PM
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9/24/2024 2:17:57 PM
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9/30/2024 4:26:32 PM
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9/30/2024 4:34:36 PM
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