Base Class: Druid
When you reach a Druid level specified in the Circle of the Cycle Spells table, you thereafter always have the listed spells prepared.
1st: Spare the Dying
3rd: Wither and Bloom, Hex
5th: Speak With Dead, Life Transference
7th: Death Ward, Spirit of Death
9th: Danse Macabre, Raise Death
Mourner's Kiss
Starting at 3rd level when you choose this Circle, you become an agent of "The Cycle" - The endless process of life, death, and the rebirth of all things. You have been gifted with a powerful ability that aids in this process. As an action, with a touch, you may peacefully end the life of any willing target. You also may use this power on a corpse.
After the touch, you render this body unable to be reanimated, controlled, or used in any other manner. The body is permanently at rest. A large black flower blooms from the corpse. This flower lets off a soft white glow (5 foot dim light), and emits a quiet, beautiful hum. You may choose to pluck these flowers and carry them with you. The amount of "Death Blossoms" you carry is represented as charges.
As a bonus action, you may cause a blossom to whither and heal yourself or any target within 30 feet of you equal to your Druid level. You may carry a number of Death Blossoms equal to your Proficiency bonus.
Reap and Sow
Beginning at 3nd level, your Wildshape is imbued with your powers of life and death. Upon the death of your Wildform (when it reaches 0 hit points), a tangle of thorny vines spreads outwards from you in a 10 foot radius circle and lasts for 1 minute.
Any number of creatures of your choice that enter this area for the first time on their turn, start their turn in it, or are within the area when it is created must make a Dexterity Saving Throw against your spell DC or become restrained for 1 minute. A creature may use an action on their turn to make a Strength saving throw against your spell DC to break free.
Cradle to Grave
Starting at 6th level, you can pull life from the threads of death or bring death upon the living. All to continue the balance of The Cycle.
Whenever you deal damage to a single target, you may use your reaction to restore hit points to a creature you can see within 30 feet of you equal to half the damage dealt. You may use this feature a number of times equal to your Proficiency bonus per long rest.
Death's Majesty
Starting at 10th level, a Druid of The Cycle is intrinsically linked to every aspect of life and death, and should they fall in battle, Nature prevents them from passing on until they have properly fulfilled their duties in life. Your death saves have advantage.
Additionally, once per long rest, when you are reduced to 0 hit points, hostile creatures within 15 feet of you become must pass a con save equal to you spell saved DC or be stunned until the end of their next turn.
Return to Dust
At level 14, The Cycle must always march forward, and you are its shining champion to usher those close to death into the next stage of The Cycle. Your attacks have advantage against Bloodied (at or below half health) creatures, and Bloodied creatures have disadvantage on saving throws against your Druid spells.
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