Druids who connection with the plants of the earth have blessed them with increased healing to revitalize all.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional Cleric cantrip of your choice.
Revitalize
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation with your body in contact with the earth. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to Gaia's healing powers and consult the associated list of spells. If it's not a Druid spell it counts as one through this list.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Vitality
Druid Level
Spells
3rd
Effloresence(healing spirit), Regrowth(prayer of healing)
Starting at 6th level, you can use Gaia herself to make yourself harder to hit. You get Camouflage. As a Bonus Action you can cast camouflage which gives disadvantage on all attacks that require sight. It's not perfect invisibility but harder to notice. Can use a number of time equal to half your WIS Modifier rounded down. Minimum of 1.
Nature's Fortitude
When you reach 10th level, you have advantage against being charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Mastery - Harmony
When you reach 14th level, creatures of the natural world sense your connection to nature and become open to restoration. Healing increases by 1d4 per spell’s level.
You draw a large circle around you and it expands to 30ft. Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you in the shape of a flower. You can use an action to cause one creature in the aura (including you) to regain 1d10 hit points.
Included is the spell I created for it as well.
Any feedback is needed and extremely welcome. This class is intended as a dedicated healer.
Druids who connection with the plants of the earth have blessed them with increased healing to revitalize all.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional Cleric cantrip of your choice.
Revitalize
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation with your body in contact with the earth. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to Gaia's healing powers and consult the associated list of spells. If it's not a Druid spell it counts as one through this list.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Vitality
Druid Level
Spells
3rd
Effloresence(healing spirit), Regrowth(prayer of healing)
5th
Wild Growth(mass heal word), revivify
7th
Nature’s Guardian(guardian of faith), Tranquility
9th
Nature’s Cure(greater restoration), Rejuvenation(mass cure wounds)
Gaia's Movement
Starting at 6th level, you can use Gaia herself to make yourself harder to hit. You get Camouflage. As a Bonus Action you can cast camouflage which gives disadvantage on all attacks that require sight. It's not perfect invisibility but harder to notice. Can use a number of time equal to half your WIS Modifier rounded down. Minimum of 1.
Nature's Fortitude
When you reach 10th level, you have advantage against being charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Mastery - Harmony
When you reach 14th level, creatures of the natural world sense your connection to nature and become open to restoration. Healing increases by 1d4 per spell’s level.
Tranquility – 4 level 1 action concentration 1 min self 30ft
You draw a large circle around you and it expands to 30ft. Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you in the shape of a flower. You can use an action to cause one creature in the aura (including you) to regain 1d10 hit points.
Included is the spell I created for it as well.
Any feedback is needed and extremely welcome. This class is intended as a dedicated healer.
Item's - Sashelas' Spear, Thunder Beads, Diadem of the Owl, Bag of Stasis
Race - Fey-Touched
Subclass - Circle of Vitality
Monsters - Blood Bear
Spell - Arcbolt