Druid
Base Class: Druid

This circle is dedicated to protecting nature and its cycle of life, death, and rebirth. They bring a swift end to those who attempt to defy this cycle and bring aid to those to perpetuate the flow of life and energy

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.

Rejuvenating presence

Starting at 2nd level, you can restore a creatures physical condition and grant them new life, as you pull for your connection to the cycle of life and turn that power into restorative energy.

As an action you may roll a number of d6 equal to {{class level+proficiency bonus}} and restore that many hit points to a group of creatures you can see. The hit points restored must not exceed the total rolled and you have a number of uses equal to your wisdom modifier. You regain any expended uses on a long rest.

Circle Spells

 

Rebirth
Druid Level Spells

3rd

barkskin, healing spirit

5th

aura of vitality, wind wall

7th

wall of fire, guardian of nature

9th

reincarnate, mass cure wounds

Nature’s mercy

Starting at 6th level, you always know which way is north and have advantage on nature checks from your increased connection to the world.

In addition you when a creature within 60ft of you receives damage you may use your reaction to expend a use of your wild shape and take the full damage or part of the damage instead, this can be divided between you and the target as you wish. When you use your reaction in this way you gain resistance to the damage type for one minute or until you use this feature again.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2023 11:08:06 AM
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