Base Class: Druid
The Circle of Balance is a druid subclass in Solasta: Crown of the Magister. It focuses on maintaining equilibrium between the forces of nature and the arcane, combining nature-based abilities with a measured, tactical approach to combat. Druids in this circle have abilities that allow them to manipulate both restorative and destructive magic, offering versatility in dealing with various situations while striving to preserve balance in the world around them.
Level 2: Gift of Life
Whenever the Balance Druid use a spell of 1st level or higher to restore HP to a creature, they also heal an additional amount of HP equal to half of the Druid's level at the start of their next turn.
Circle of Balance Spells
Your connection to this nature domain ensures you always have certain spells ready. When you reach a Druid level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 2 | Cure Wounds, Inflict Wounds |
| 3 | Prayer of Healing, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Blight, Death Ward |
|
9 |
Antilife Shell, Mass Cure Wounds |
Cold Embrace
Starting at 6th level, when you cast a spell of 1st level or higher, hostile creatures hit by that spell attack or who fail a save against that spell take necrotic damage equal to your Proficiency Bonus and can't regain hit points until the start of your turn.
Life Drain
Starting at 10th level, whenever a creature other than yourself that you can see within 30 feet takes damage, you can use your reaction to heal a different creature you can see within 30 feet by half of the damage taken. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Level 14: Reverse the Cycle
Starting at 14th level, the Circle of Balance protects its disciples from an early death. When you are reduced to 0 hit points and fall unconscious, all hostile creatures within 60 feet of you must make a Constitution saving throw, taking 2d8 + half your druid level in necrotic damage on a failed save, or half as much on a successful one. You then regain hit points equal to the total damage dealt and immediately rise to your feet.
If there are no hostile creatures within 60 feet of you, or if you choose not to use the feature when reduced to 0 hit points, Reverse the Cycle does not activate. Once you use this feature, you cannot use it again until you finish a long rest.
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