Druid
Base Class: Druid

For many tribes of the frontier medicine men are also truth seekers. Not only can they heal the sick and wounded but they can converse with higher powers to unravel the path of destiny. 

Healing Sight

At level 2 when you pick this subclass you gain 20 ft vision in the Ethereal Plane while in the Material Plane. Additionally, you gain "Communion Dice" whenever you cast a Divination Spell. These points can be used to add a D4 to any healing spells. These dice increase to a D6 at 6th level, a d8 at 10th level, and a D10 at 14th level. These dice last until your next long rest and once a long rest is finished you start with an amount equal to your Proficiency Bonus.

Expanded Spell List

These spells do not count against spells you have prepared and are always prepared for you. 

3rd- Comprehend Languages, Detect Magic

5th- Augury, Mind Spike

9th- Clairvoyance, Tongues

13th- Arcane Eye, Divination

17th- Commune, Scrying

Guide Your Tribe

At 6th level you become better at sharing your sight with others. When making a CHR check or aid an ally in a CHR check you can choose to add a "Commune Dice" to the roll.

Spiritual Defense

At level 10 as a reaction to an ally rolling an attack, ability check, or saving throw you can choose to give them a "Communion Die" to add to their D20 roll.

Between Realms

At 14th level you truly embrace being a being of both the physical world and the spirit world. You can choose to consume a use of your wild shape as a bonus action to become ethereal. While in this state you can cast healing and divination spells, use "Communion Dice", and use other subclass abilities as normal. This state last for 5 rounds.

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