High in a windswept mountain pass, fire burns bright and warming inside a good-sized cave. Enticing smells waft from the pot which hangs above the flames. The Druid stirs and takes a sip from the stew. It's good - real good - and ready to boost the spirits of whichever weary traveler might happen upon their home.
A grassy, flower-strewn hill rises from tangled forest. The sweet music of a spring fills the air, a gentle song of rest and recuperation. Here the Druid waits, tending to injured creatures of the wood and any soul who happens to stumble across their home.
Druids who belong to The Circle of the Wild Hearth represent the gentle, nurturing aspects of nature. Whether tending a sacred site, or roaming in the wilderness they are code-bound provide healing and comfort the souls they meet. Provided that they bring no harm to the Druid's beloved nature of course - for although they are largely peaceful, they will not hesitate to defend that which is under their care from the enemies of the Wild.
Bonus Proficiency
Upon choosing this Circle, you gain proficiency with Cook's Utensils.
Lifespring
At 2nd level when you choose this Circle, you learn the Cantrip Spare the Dying, which you can cast as a bonus action. For you it has a range of 30 ft. This does not count towards your total number of cantrips known.
Lifeweaver
After gaining this feature at level 3, you always have the spell Healing Word prepared, and it does not count towards your total number of druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
At 10th level, you learn the spell Mass Healing Word, which you always have prepared and does not count towards your total number of Druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
Gift of the Hearth
At 3rd level during a short rest, you can prepare a soothing brew that heals up to six of your allies.
Any of these allies who use Hit Dice to recover hit points during the rest can add your Wisdom modifier to the score.
If an ally already has full hit points before they partake of the brew, they instead gain advantage on the next saving throw they have to make.
Restful Aura
Upon reaching 10th level, your allies gain a bonus equal to your wisdom modifier to any saving throw they make within 15ft of you.
Wild Healing
Starting at 14th level - when you cast a healing spell, it counts as being one level higher than the slot you expend to cast it. You can use this ability a number of times equal to your Wisdom modifier, and recover all uses after a long rest.
The second level features are pretty underpowered compared to those of other druid subclasses. Lifeweaver is situational, but extremely powerful if you have the spell slots for it. Gift of the Hearth depends mostly on how large the party is. The 10th level feature is absolutely insane, giving your allies a permanent +5 to all saving throws. Wild healing needs better wording, at its unclear what "counting as a higher level spell" means. Also, what happens if you cast a healing spell at 9th level?
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Thanks for the feedback. I see what you mean about the wording there - I mean it to mean if you cast say cure wounds at first level, you roll 2d8 instead of 1d8 for the amount healed. I think it needs reworked though as I wouldn’t want that effect to stack with the healing word boost.
The aura ability is actually a slightly reworked Paladin ability. i’ll copy below.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My first homebrew creation. I think it's a bit OP but would love to hear people's thoughts :-)
High in a windswept mountain pass, fire burns bright and warming inside a good-sized cave. Enticing smells waft from the pot which hangs above the flames. The Druid stirs and takes a sip from the stew. It's good - real good - and ready to boost the spirits of whichever weary traveler might happen upon their home.
A grassy, flower-strewn hill rises from tangled forest. The sweet music of a spring fills the air, a gentle song of rest and recuperation. Here the Druid waits, tending to injured creatures of the wood and any soul who happens to stumble across their home.
Druids who belong to The Circle of the Wild Hearth represent the gentle, nurturing aspects of nature. Whether tending a sacred site, or roaming in the wilderness they are code-bound provide healing and comfort the souls they meet. Provided that they bring no harm to the Druid's beloved nature of course - for although they are largely peaceful, they will not hesitate to defend that which is under their care from the enemies of the Wild.
Bonus Proficiency
Upon choosing this Circle, you gain proficiency with Cook's Utensils.
Lifespring
At 2nd level when you choose this Circle, you learn the Cantrip Spare the Dying, which you can cast as a bonus action. For you it has a range of 30 ft. This does not count towards your total number of cantrips known.
Lifeweaver
After gaining this feature at level 3, you always have the spell Healing Word prepared, and it does not count towards your total number of druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
At 10th level, you learn the spell Mass Healing Word, which you always have prepared and does not count towards your total number of Druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
Gift of the Hearth
At 3rd level during a short rest, you can prepare a soothing brew that heals up to six of your allies.
Any of these allies who use Hit Dice to recover hit points during the rest can add your Wisdom modifier to the score.
If an ally already has full hit points before they partake of the brew, they instead gain advantage on the next saving throw they have to make.
Restful Aura
Upon reaching 10th level, your allies gain a bonus equal to your wisdom modifier to any saving throw they make within 15ft of you.
Wild Healing
Starting at 14th level - when you cast a healing spell, it counts as being one level higher than the slot you expend to cast it. You can use this ability a number of times equal to your Wisdom modifier, and recover all uses after a long rest.
The second level features are pretty underpowered compared to those of other druid subclasses. Lifeweaver is situational, but extremely powerful if you have the spell slots for it. Gift of the Hearth depends mostly on how large the party is. The 10th level feature is absolutely insane, giving your allies a permanent +5 to all saving throws. Wild healing needs better wording, at its unclear what "counting as a higher level spell" means. Also, what happens if you cast a healing spell at 9th level?
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Thanks for the feedback. I see what you mean about the wording there - I mean it to mean if you cast say cure wounds at first level, you roll 2d8 instead of 1d8 for the amount healed. I think it needs reworked though as I wouldn’t want that effect to stack with the healing word boost.
The aura ability is actually a slightly reworked Paladin ability. i’ll copy below.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.