Base Class: Druid
Some druids may not always want to be the center of attention. Sometimes they just want to be with those they already enjoy or with others like them. This subclass is for those druids who are ok not dealing with all the hustle of intellectual living or just want to be with the ones they hold dear to their heart.
Starting early the ability to be a creature becomes much easier and lasts until the druid no longer wishes to be a creature. Additionally the ability to share their magics with those they hold dear comprise the staples of this subclass.
Wildshape Alterations
While in wildshape you have no time limit to the amount of time spent in your wildshape form and may take short and long rests without dropping wildshape. You also choose when going into wildshape if you will begin aging at the rate of the creature you are turning into or at your original race's speed. Should you finish a short or long rest while still in wildshape remove a use of wildshape after completion, representing the continued use of the original wildshape.
Additionally while in wildshape you may conduct and participate in the casting of rituals without dropping wildshape.
Companion's gift
As an action you can touch another creature to grant them a benefit:
Restore: Heal the target for a number of hit points equal to 1d4 plus your wisdom modifier(minimum of 1),
Relax: Remove 1 point of exhaustion from the target,
Sooth: The creature becomes calm as if under the effects of a calm emotions spell,
Exhilarate: For the next hour whenever the creature makes a skill check or tool check they add 1d4 to the roll, this does not stack with any other effects like it.
Focus: For one specific task that takes longer than 10 minutes you either give them +10 to any rolls to complete the task or cut the time it takes to complete the task in half, during which you must be within 30ft of the creature for the entire duration.
Invigorate: If a creature has no spells slot left, grant them a 1st level spell slot(or pact slot if their only spell slots are pact slots), alternatively if a creature has no charges of a class feature that is restored on a long rest, give them 1 charge.
You may use this feature while in wildshape, and a creature can only benefit from each mode of this feature once per long rest. At level 8 the dice for restore and exhilarate become a d6 and at level 15 become a d8.
You may use this feature a number to times equal to your proficiency bonus and regain all uses on a long rest.
No touchy the critters
While in wildshape you are always under the effect of the dodge action. When required to make a dex save to take half damage from a spell instead take no damage on a success and half on a failed save. While in wildshape your movement does not cause opportunity attacks.
As a reaction a number of times per day equal to your proficiency bonus you may move up to your speed when a creature comes within 5 feet of you.
Join Me Friends
Once per long rest you may share your wildshaping abilities with your friends. Choose a number of creatures within 30ft equal to your wisdom modifier plus your proficiency bonus. Those creature wildshape into a beast of their choice as if they were a druid of your level with this subclass(yes they have No Touchy The Critters and companion's gift, but not Wildshape Alterations) for 1 hour. Alternatively you may spend a spell slot of 5th level or higher.
Of Hearth and Home
The battlefield can sometimes be overwhelming and sometimes you wish you could just be safe at home instead. When you get this feature choose a place such as a building or cave that you feel safe and have spent at least 1 full day in while completely safe. That place becomes your Homeward Sanctuary, and you must make an entry 'key', either a puzzle, literal key, or a password. You can change the 'key' by spending a full day in the sanctuary. You can make another place your sanctuary if you spend a full day there without being in danger or fighting. Because of your magic entwining itself with that safe place granting the structure of that sanctuary a bit of resilience. The place you feel as safe has resistance to all damage and as long as it remains standing magically cleans it's interior with prestidigitation and repairs itself when damaged at a rate of 1 hp a round fully restoring itself every 24 hours. Plants that grow inside only need to be watered once a week to be able to grow and stay healthy, can grow all year round, and will yield twice as much fruit when harvested. The temperature is always comfortable and suits the needs of it's residents. The effect of your Homeward Sanctuary can only affect an area of up to 500ft by 500ft and must have a physical boundary on all sides.
Creatures are by default magically repelled from your homeward sanctuary unless they succeed with the 'key', granting them temporary access. You can as and action select any number of creatures you can see to be 'friends' and thus let in with or without the entry 'key'. Once selected as a 'friend' that creature can not have their 'friend' status taken away unless you designate a new Homeward sanctuary and reset all 'friend' permissions. The DC's for saves and checks relating to the entry 'key' of your homeward sanctuary are equal to your spell DC.
Once per week as an action you and any creatures you choose within 120ft of you teleport to unoccupied spaces within your homeward sanctuary as long as you are on the same plane as the sanctuary. All creatures chosen must be designated as 'friends' prior to selection.
Need a friend?
Because dndbeyond requires druid subclasses to have a level 3 feature, here is yours, you know the find familiar spell, yaaaaaay.
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