Druid
Base Class: Druid
The Circle of Life draws its power from the breath of the world itself—the rising vapors of the morning, the cooling winds of the forest, and the life-giving rains that sustain the wild. Druids of this circle believe that life is a delicate balance, much like a shifting mist, and they act as the keepers of this equilibrium.
While other druids might focus on the ferocity of the beast or the wrath of the storm, members of this circle are masters of restoration and sanctuary. They channel the primal essence of nature to mend wounds and soothe the weary, believing that the strongest defense for the natural world is a community that is healthy and whole.
These druids often dwell in places where the veil between the earth and the sky is thin—mist-shrouded valleys, high mountain peaks, or coastal groves. To a druid of this circle, a soothing breeze is not just weather; it is the very pulse of the world, carrying the energy needed to heal the broken and shield the innocent from harm.

Level 3: Circle of Life Spells

3rd-level Circle of Life feature

Your bond with revitalizing nature ensures you always have certain spells ready. When you reach a Druid level specified in the Circle of Life Spells table, you thereafter always have the listed spells prepared.

Circle of Life Spells
Druid Level Prepared Spells
3 Aid, Bless, Cure Wounds, Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds

Level 3: Verdant Vitality

3rd-level Circle of Life feature

Your connection to the essence of nature enhances your restorative powers. Whenever a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level. 

Level 3: Vitalizing Winds

3rd-level Circle of Life feature

As a Magic action, you can expend a use of your Wild Shape to release a swirl of restorative air. You evoke healing energy that can restore a number of Hit Points equal to five times your Druid level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Level 6: Nature’s Resonance

6th-level Circle of Life feature

The healing mists you conjure for others sustain you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.

Level 10: Purifying Breeze

10th-level Circle of Life feature

The winds you summon carry away impurities. Whenever you restore Hit Points to a creature with a spell of 1st level or higher, you can also end one of the following conditions on that creature: Blinded, Deafened, Paralyzed or Poisoned. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest 

Level 14: Nature’s Deepest Well

14th-level Circle of Life feature

You have reached the pinnacle of restorative magic. Whenever you would roll one or more dice to restore HP to a creature with a spell or the Vitalizing Winds feature, use the highest number possible for each die instead. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

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