Base Class: Druid
The Circle of Medicine is made up of shamans and witch doctors who vow to protect the healing spirits of nature and protect those in need of protecting. These druids practice different forms of medicine, incorporating many poisons and plants from the wild. The circle’s wisest members preside as healing advisors to powerful leaders and nature deities. As a member of this circle, your magic is imbued with the healing spirits of nature.
Natural Remedy
When you choose this circle at 2nd level, you gain proficiency in Medicine. If you already have proficiency, you gain double proficiency.
Natural Healing
Starting at 2nd level, you can imbue the spirits of nature to do extra healing to your allies in combat. Whenever you heal an ally, you can add 1d4+spell level onto the regained health. This goes up to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level
Support Animal
When you reach 3rd level, while you are in your beast shape, you can cast healing spells.
Nature's Grace
Starting at 6th level, whenever you heal an ally, you heal half of the amount (rounded down) back.
Natural Aura
When you reach 10th level, an aura of natural energy flows around you. Whenever an ally goes unconscious within 15 feet of you, they are automatically stabilized. This range increases to 30 feet at 14th level.
Nature's Boon
When you reach 14th level, you're natural healing abilities turn into a font of energy. You have a natural healing ability equal to 5 times your Druid level. Whenever you heal an ally, you can choose to expend some of this energy to add onto the healing.
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Posted Sep 30, 2021Pretty good, but there should be a limit to how many times the Natural aura activates per long rest