Base Class: Druid
Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries.The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure,but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself.
Additional Cantrips
When you join this circle at 2nd level,you learn the spare the dying and shape water cantrips.
Enchanted Water
At level 2, when you are preparing spells after a long rest, you may choose to spend any amount of your spell slots to enchant vials of mundane water with your healing magic. A vial of water, when drank or otherwise consumed, restores the spell slot level amount of d8s + your Wisdom modifier hit points. When healed by such a vial, the creature is considered to be healed by a spell cast by you. When you take another long rest, any enchanted vials lose their magical healing potency.
Circle of the Fountain Spells
Your mystical connection to the Fountain infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 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.
Life Giving
Starting at 6th level, whenever you spend a druid hit die to heal during a short rest, you may instead choose to restore 8 + your Wisdom modifier + the targets Constitution modifier hit points to a target.
Soothing Waters
Starting at 10th level, you gain a swimming speed equal to your walking speed, and you can breathe and speak in water as if it were air. Additionally, when at least half of your body is submerged in water, you regain at 1 HP at the start of your turn (10 HP per minute).
Healing Flow
At 14th level, any creature healed by your spells is affected by a Flow that recovers their hit points equal to the spell's level at the start of their subsequent turns for a number of turns equal to your Wisdom Modifier. A creature can only benefit from the flow of one spell at a time.
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