Druid
Base Class: Druid

Druids who are members of the Circle of Vital Energy belong from hazardous places, where the arcana remaining in nature has weakened. In order to preserve the magic in the environment, these Druids developed different rituals to give their own energy to nature, which will then be returned as the arcana blooms again and grows stronger.

Because of this, these druids can give their own vital energy to nature, and take it if needed. The ways to perform rituals now make it possible to connect with the flora by using your vital energy

Simbiotic Exchange

You can communicate with the arcana present in the environment, and make a deal with it in exchange for some of your energy.
Every time you use this ability, you gain an exhaustion point, and, in return, nature can interact in the next ways:

Healing Exchange: cure yourself or your allies for 2d6+ your Wisdom modifier. The healing increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Arcane manipulation: Nullify a magic Effect within 90ft of you, like magical difficult terrain, magical darkness, Wildmagic effects, magical conditions, etc...
Pacify Land:Transforms difficult terrain into normal terrain. 
Magic Disruption: grants you the ability to cast the spell "Counterspell" as a reaction. 

 

 

 

Vital Energy Circle spells

Circle Spells
Your symbiotic link to nature grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of dance rituals Spell 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 Dance Ritual Spells

Druid Level Spells
3rd Locate Animals or Plants, Spike Growth
5th Daylight, Plant Growth
7th Blight, Dominate Beast
9th Cloudkill, Commune with Nature

Vital Sacrifice

Starting at level 6, you can use your own vital energy to cast Druid or Ranger spells you've learned before, instead of using a spell slot.

The amount of health lost depends on the spell level:

Note: You only roll for the damage you take After casting the spell

Spell Level Damage taken
1 2d6
2 2d10
3 2d12
4 3d12
5 4d12
6 5d12
7 6d12
8 4d20
9 5d20

 

 

Adaptability

No matter how harsh the place may look,  nature will adapt and flourish. By bonding with the nature present in specific environments, you as well have adapted to specific conditions.

You can choose the following options:

Thick Wood

Thermal Regulation

Mithridatism

 

Mithridatism

Nature has managed to survive the contamination of the grayest places in the realm, as a result, you have developed immunity to Acid Damage and Poison damage.

Thermal Regulation

Nature has adapted to the most extreme temperatures, as a result, you can manipulate your own body temperature. this allows you to change your temperature at will, this gives you resistance to cold damage, and advantage on survival rolls when dealing with extremely cold and hot places.

Thick Wood

 Your skin now is thicker as nature adapted to protect itself from predators. as a result, you are resistant to piercing damage and slashing damage.

Ecologic Energy Exchange

Your connection with nature and its magic is so strong that now you can connect with all living things around you and trade the energy between you and them.

As an action you can touch a creature and sacrifice your health points in order to cure them.

you also can take energy from them, As an action, you can try to touch a creature and steal their hit points. All the damage done restores your health.

This Energy Exchange can only be used 3 times per long rest.

Previous Versions

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