Base Class: Druid
Druids of the Circle of the Hearth walk a gentler, older path—one that remembers that the wild was not only a place of danger, but also the first home. To them, nature’s magic is expressed not solely through storm, fang, or flame, but through nourishment, patience, and the quiet power of a shared meal. Where other druids call lightning or become beasts, Hearth Druids kneel beside cookfires, tending pots and herbs with the same reverence others give to standing stones or ancient groves.
The Circle of the Hearth teaches that survival is a communal act. In the deep wilderness, a single hunter may thrive for a time, but only those who share food, warmth, and care endure. These druids master the art of foraging and preparation, knowing which roots restore strength, which mushrooms calm the spirit, and which teas can pull someone back from the edge of death. Every meal is a ritual, every ingredient a gift from the land, and waste is considered a quiet sacrilege.
In battle, Hearth Druids are rarely at the forefront. They move among their allies like caretakers, steady hands in moments of chaos—pressing a steaming cup into trembling fingers, muttering old druidic blessings over broth and bread. Their magic does not explode outward; it settles in the body, reinforcing resolve, easing pain, and granting the strength to stand again. To fight beside a Hearth Druid is to feel hunger, fear, and exhaustion pushed back just enough to endure one more blow, one more step, one more breath.
Beyond combat, members of the Circle often serve as anchors for traveling groups, frontier settlements, and nomadic clans. Wherever they linger, hearths are built, routines form, and people feel safer. Stories are exchanged over simmering pots, grievances are softened by shared bread, and even ancient feuds can cool when both sides sit before the same fire. Many Hearth Druids act as mediators or guides, believing that peace maintained through care is more natural—and more lasting—than peace enforced through violence.
Spiritually, the Circle venerates cycles of growth, harvest, and rest. They celebrate the turning of seasons with feasts rather than rites of blood or dominance. Winter is honored as a test of preparation, spring as renewal, summer as abundance, and autumn as gratitude. Their sacred spaces are kitchens as often as groves, and their symbols are ladles, bowls, and hearthstones etched with druidic runes of protection and plenty.
To outsiders, Hearth Druids may seem humble or even mundane, but those who have survived a brutal campaign, a cursed wasteland, or a monster-haunted road know the truth. When spells run dry, blades grow dull, and morale breaks, it is often the Hearth Druid who keeps the group alive—not by slaying the threat, but by ensuring there is still strength left to face it. In a world that so often glorifies destruction, the Circle of the Hearth stands as a quiet reminder that preservation, care, and nourishment are among nature’s most powerful forces.
Level 3: Circle of the Hearth Spells
When you reach a Druid level specified in the Circle of the Hearth Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Aid, Goodberry, Lesser Restoration, Purify Food and Drink, Prestidigitation |
| 5 | Aura of Vitality, Create Food and Water |
| 7 | Aura of Life, Freedom of Movement |
| 9 | Greater Restoration, Reincarnate |
Level 3: Hearth Provision's
You gain proficiency with Cook’s Utensils and Herbalism Kit. If you are already proficient with either tool, you instead gain expertise with that tool.
Once per day when you cast the spell Goodberry during a long rest, you may prepare the berries as Hearth Provisions, infusing them with restorative techniques learned by your circle.
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Hearth Provisions count as goodberries for the purposes of spells and features, but grant additional benefits as described below.
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Any unused Hearth Provisions spoil after 24 hours.
- Bonus Action: A creature can consume a berry as a Bonus Action.
Hearth Provision Effects
When you cast Goodberry and create Hearth Provisions, it gains the following effects.
As you gain levels, your berries become "Better, Great, and Amazing" berries automatically gaining the benefits of the next tier in addition to the previous ones.
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Level 3 - (Good) Warming Meal: The berry provides a surge of vitality. A creature that eats this berry gains Temporary Hit Points equal to your Wisdom modifier (minimum 1). While they have these temporary hit points, they have Advantage on all d20 Tests.
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Level 6 - (Better)Calming Draught: The creature can end the Frightened or Charmed condition affecting it. If the creature is not affected by these conditions, it instead gains Immunity to the Frightened or Charmed condition for 1 minute.
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Level 10 (Great) Invigorating Spice: The berry provides a quick burst of energy. Until the end of the creature's next turn, its movement speed increases by 10 feet, and you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
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level 14 (Amazing) Hearth's Protection: While a creature has Temporary Hit Points from your berries or Hearth Warden’s Grace, it has Resistance to all damage.
You can only have one batch of Hearth Provisions active at a time. If you cast the spell again to create Provisions, the previous batch loses its special benefits (becoming normal berries).
Level 6: Borrowed Abundance
Through careful cooking, pacing, and ritual nourishment, you can draw tomorrow’s strength into the present—at a cost to the land and your supplies.
Once per day when you finish a Short Rest during which you spend at least 10 minutes cooking and sharing food using Cook’s Utensils, you can invoke this feature to grant yourself and up to a number of willing creatures equal to your Constitution modifier (minimum of one) a Borrowed Abundance.
Each affected creature gains one of the following benefits (your choice for each creature):
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Regains all expended Hit Dice
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Ends one level of exhaustion
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Regains one expended 1st, 2nd, or 3rd-level spell slot
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Gains advantage on one d20 test until the end of its next long rest
Level 10: Heroes' Feast
Once per day and during a long or short rest you conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
This feature does not stack with heroes’ feast.
Level 14: Hearth Warden’s Grace
Once per day and as part of a Short or Long Rest, You fortify up to six creatures you can see within 10ft. The spell bestows 120 Temporary Hit Points, which you divide among the creatures you can see within range.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/17/2026 11:23:24 PM
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1.0
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Coming Soon
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