Druid
Base Class: Druid

The wheel of seasons finds the spring-time to be the time of year focused on germination and renewal, and the Circle of the Spring Druids are those which worship and utilize nature's powers of healing and growth. Of the druids who operate within the powers of the wheel of seasons, these are by far the most gifted healers, and the most capable of supporting others with their potent magic. They find themselves able to heal others even in their beast forms, and they are capable of using buffing spells other Druids typically do not use. When supporting a team, they are best suited, and the Archdruids of this Circle are seen as a type of hierophant and martyr of the natural world, guiding others powerfully and selflessly committing their lives to service of others.

Where summer, autumn, and winter druids are all capable of helping others in potent ways, Circle of the Spring Druids do so almost by second nature, no pun intended. Almost unilaterally good-aligned, the Circle of Spring gathers at the spring equinox and often does so in places where others might know it, instead of in their private groves. This is because they tend to attract those who need either their magical healing or their aid and encouragement the most on these festive days, and they provide as much help as they can to all who attend, be it beast, man, or what-have-you. While often this becomes something of a raucous and debauchery-laden affair for others involved, the gracious Circle of Spring Druids don't mind at all as long as happiness and peace are obtained by all. This often can be seen as an overall statement of their function, continually seeking happiness and peace for those they care for.

Circle Spells

2nd-level Circle of the Spring feature

Your deep knowledge of the natural processes of growth and life grants you access to certain spells. At 2nd level, you learn the Spare the Dying cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Spring Spells table. Once you gain access to one of these spells, 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.

Circle of the Spring Spells
Druid Level Spells
2nd Spare the Dying
3rd Aid, Enlarge/Reduce
5th Beacon of Hope, Mass Healing Word
7th Aura of Life, Death Ward
9th Mass Cure Wounds, Reincarnate

Healing Nature

2nd-level Circle of the Spring feature

At 2nd level, when you choose this circle, you learn to have a pervasive skill in healing spells that is able to shine through in literally any situation, as long as you can make certain simple sounds and gestures. You add the Healing Word spell to the Druid Spell list, and when you cast this spell or any of your Circle Spells, you may cast those spells even when you are in another form, as long as that form has a mouth or opening that can make audible noise.

Additionally, as long as the form you are in has at least four total limbs, wings, or appendages, and you cast a spell that restores hit points, you add a bonus to the number of hit points restored equal to your Wisdom modifier.

Lastly, you learn the Druidcraft cantrip, and when you use it to make a flower bloom, you can make 1d6 flowers bloom in your square at your feet if you are standing on solid earth. When you cast a Druid spell using spell slots, you may cause those flowers to vanish as part of that action and cause one target of that spell to receive a number of temporary Hit Points equal to the number of flowers you made vanish this way. For instance, if you use the Druidcraft cantrip to cause 1d6 flowers to bloom in your square, and roll a 3, you may then cause the next Druid spell you cast to bestow up to 3 temporary hit points to a target of that spell.

Spring Blooms

6th-level Circle of the Spring feature

At 6th level in this class, you become a master of the growth of Spring, becoming capable of conjuring plant life more ably than most other druids. You always have the Plant Growth spell prepared and you can cast it a number of times equal to your Proficiency Bonus without expending a spell slot before you must finish a long rest to cast it this way again.

Additionally, you are able to conjure blooms which emit clouds of sickly sweet, nauseating pollen. You add the Stinking Cloud spell to the Druid spell list, and you always have it prepared.

Time of Growth

10th-level Circle of the Spring feature

At 10th level, you learn the most potent methods to encourage magical growth in creatures around you, improving their vitality and strength as you magically empower them, no matter what form you're in. As an action if you are in a form which has at least four total limbs, wings, or appendages, you can choose a creature you can see within 50 feet of you and that creature gains a number of temporary hit points equal to half your Druid level (rounded down), and whenever it makes an attack roll or saving throw it adds 1d6 to those rolls for a number of minutes equal to you Wisdom modifier (minimum 1). A creature currently affected by this feature may not be affected by a second use of this feature. You may use this feature a number of times equal to your Proficiency Bonus before you must finish a long rest to use it again.

Additionally, you learn to create blooming, flowery displays that can dazzle your foes when you cast cantrips. When you cast a cantrip, you can choose one target of that cantrip that can see you and that creature must make a Wisdom saving throw at your spell save DC or become Charmed by you until the beginning of your next turn.

Flourishing Growth

14th-level Circle of the Spring feature

When you reach 14th level in this class, you learn the power of potent blooming magic that can cause extraordinary healing energy to pervade an area around you. Whenever you cast a spell of 6th spell level or higher, you create a zone of growth energy around you in a 30 foot radius from your square, and creatures of your choice within this zone regain 1d3 hit points at the beginning of each of your turns. If one of these creatures is reduced to 0 hit points and dying, they can recover from dying and regain 1 hit point at the beginning of your turn, instead. This zone lasts for a number of rounds equal to your Wisdom modifier (minimum 1), and you cannot overlap the effect of more than one of these zones, but you may have more than 1 separate zone in existence at once.

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