Druid
Base Class: Druid

Druids who follow the Circle of Regrowth believe that all things must come to an end so that the next generation may grow and flourish. They just believe that it should happen quicker. Druids of the Circle of Regrowth make great allies and even greater foes, walking a fine line between life and death.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Bleeding Commune

Starting at 2nd level, you can regain some of your magical energy by sacrificing some of yourself to the natural world. During a short rest, choose to forgo any healing and instead sacrifice 1d4 of your HP to regain expended spell slots. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

The damage you suffer increases as your health cap increases. When you reach 30 HP, the damage you take increases to the next size die (1d4 to 1d6). This trend continues every time your HP increases by 10.

Ex: at 30 HP, you take 1d6 damage. At 40, you take 1d8. At 50, you take 1d10, etc.

Circle Spells

Your mystical connection to life and death in the natural world 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 cycle of life (healing) and death (destruction).

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.

Druid Level Spells

3rd

scorching ray, false life

5th

create food and water, revivify

7th

blight, fire shield

9th

mass cure wounds, flame strike 

 

Death's Embrace

Starting at 6th level, moving through hazardous environments is much easier. Plants that would normally deal damage (thorns, spines, similar hazards) no longer deal damage to you, so long as the plants are of nonmagical origin.

When moving through plants that would normally be considered difficult terrain, you can move through them as if they were regular terrain. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. You also have advantage when navigating through hazardous environments (flames, poisonous clouds, similar hazards).

Cauterizing Flames

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trials of Life and Death

When you reach 14th level, you feel a pull and most obey it. Something is calling you to the Trial Grounds.

Upon completing the Trials of Life and Death, you must make a choice. Will you become more closely attuned with nature, or will you bolster yourself so that you may usher on the circle of life?

Life's Acolyte:

Throughout life, you have always felt a tie with nature. The Trials has only served to strengthen that bond. Fungal spores grow and blossom within your body. You can no longer be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated

Death's Warden:

Your ties with death have become closer upon completing the Trials. Your veins are visibly darkened and you feel stronger. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points (you gain the "Tough" feat).

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