Druid
Base Class: Druid

The Circle of the Swamp is made up of hermits who honed their ancient knowledge and rites through many years of solitude, and communing with nature. These druids occasionally meet deep within in the swamp to whisper primal secrets in Druidic. The circle’s wisest members preside deep within the swamps, as protectors to the balance of nature. Only venturing out when a great threat to this balance shows up. As a member of this circle, your magic is influenced by the swamp, where you were initiated into the circle’s mysterious rites.

Nature Siphon

At 2nd level, you become imbued with the blessings of the Swamp. You can use damage dealt to creatures to heal your allies. You have a pool of energy equal to your druid level.

When you damage a creature, as a bonus action, you can choose one creature you can see within 120 feet of you and spend one of those pools of energy to heal for half the damage dealt plus your wisdom modifier.

All expended pools of energy are regained on a long rest. 

Circle Spells

Your mystical connection to the swamp 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 swampland.

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.

 

Swamp

Druid Level Spells

3rd

spike growth, gust of wind, 

5th

water walk, plant growth

7th

freedom of movement, dominate beast

9ths

insect plague, contagion

Swamp's Stride

Starting at 6th level, you can move through all difficult terrain without being slowed. When moving through nonmagical plants you take no damage from them if they have thorns, spines, or a similar hazard.

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.

 

Swampy Resilience

Starting at level 10, your time in the swamp has honed your senses and resistances. You have immunity to the Poisoned condition and gain resistance against Necrotic damage

Endless Swamp

As a Magic action, you can expend a use of your Wild Shape and create swampland in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area. This swampland is considered difficult terrain for all hostile creatures.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.