Druid
Base Class: Druid

Druids that are part of the Circle of the Primal Conduit learn to channel energy through crafted objects which can be used to heal, protect and support themselves and their allies. As they grow in power, they may learn to harness nature energy to create a temporary conduit which acts as a ward that can protect the druid or allies from harm, and even provide healing once the ward is broken. 

Primal Conduit druids represent a calming influence that lends itself well to those who approach life with patience and preparation.

Level 2: Primal Conduit

You create and carry Conduits—totems, charms, idols, or other handmade manifestations of nature’s power. These items serve as channels for primal magic.

As a bonus action, you can expend a use of Wild Shape to activate one Conduit on your person for 1 minute.

Each Conduit has an active effect triggered by casting spells - some require healing spells, and some require damaging spells.

Each Conduit also provides a passive effect that benefits allies or hampers enemies within 60ft.

Additional conduits become available at level 10, and only one Conduit can be active at a time (this increases to two at level 10).

Rushing Water Conduit

When you restore hit points to an ally within 60 feet of you using a spell, they regain additional hitpoints equal to 1d4 + your proficiency bonus.

Allies within 60 feet of you gain a swim speed of 30 feet.

Enduring Stone Conduit

When you restore hit points to an ally within 60 feet of you using a spell, they also gain temporary hit points equal to your proficiency bonus.

Allies within 60 feet of you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

Raging Storm Conduit

When you deal damage to a creature within 60ft with a spell, it takes additional damage of the same type equal to your proficiency bonus.

Enemies within 60 feet have disadvantage on Wisdom (Perception) checks as thunder rolls and winds howl around them. This effect doesn’t hinder allies, who feel only calm air and focused stillness.

Singing Wind Conduit (Level 10)

When you restore hit points to an ally within 60 feet of you using a spell,  they gain a 1d4 bonus to saving throws against the charmed, frightened, or poisoned conditions until the end of your next turn.

Allies within 60 feet of you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect illusions.

Conduit of the Fickle Bog (Level 10)

When you restore hit points to an ally within 60 feet using a spell, that ally may immediately move up to 10 feet without provoking opportunity attacks.

Enemies within 60 feet of you have their movement speed reduced by 10 feet as spectral bog vines clutch at their limbs. This does not affect creatures immune to being grappled or restrained.

Conduit of the Life Flame (Level 10)

When you damage an enemy with a spell, a smouldering seed is planted on them. The next time they take damage from a weapon or spell attack before the start of your next turn, they take extra fire damage equal to 1d4 + your Wisdom modifier.

While this Conduit is active, allies within 60 feet shed dim light in a 5-foot radius and gain advantage on Wisdom (Survival) checks made to navigate or track in natural environments. They also have an easier time finding warmth and shelter in harsh conditions, as the emberlight wards off minor environmental discomfort (DM’s discretion).

Level 2: Maker's Instinct

Your deep connection to the natural world includes its crafted aspects. You gain proficiency with woodcarver's tools or mason's tools (your choice).

You also have advantage on Intelligence (Investigation) checks to determine whether an object or structure is naturally formed or made by creatures.

Mason's Tools

You gain proficiency in Mason's Tools.

Woodcarver's Tools

You gain proficiency in Woodcarver's Tools.

Level 2: Circle Spells

Through your physical connections made by creating conduits that channel the elements of nature, you have gained access to some spells when you reach certain levels in this class, as shown on the Circle of the Primal Conduit Spells table.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Primal Conduit Spells table. Once you gain access to one of these spells, 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.

Druid Level Spells
2nd sanctuary, create or destroy water
3rd aid, lesser restoration
5th water breathing, mass healing word
7th death ward, divination
9th greater restoration, wall of stone

Level 6: Nature's Ward

You can create a temporary conduit which can protect allies with a manifestation of nature's power of endurance.

As a bonus action, you grant a creature (including yourself) within 30 feet a ward in the form of a conduit of protective nature energy. This ward grants temporary hit points equal to your druid level + your Wisdom modifier, lasting for 1 minute or until depleted.

While the ward is active, if the warded creature takes damage you may use your reaction to redirect half of the damage dealt to the warded creature to yourself if you're within 30 feet. This occurs before the temporary hit points are used.

When the ward's temporary hit points are expended, it breaks.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all uses when you finish a long rest. 

Level 10: Master of Conduits

Your mastery over channelling primal conduits expands.

When you use a wildshape charge to activate one of your conduits, you can instead activate two of your conduits at the same time.

You also gain access to the Singing Wind, Life Flame and Fickle Bog Conduits detailed in the Primal Conduit feature.

Level 14: Empowered Ward

You channel the deep, timeless power of the elements into your Nature's Ward, amplifying its ability to protect allies:

While a creature is protected by your Nature’s Ward, they gain resistance to one elemental damage type of your choice: fire, cold, lightning, thunder, or poison (chosen when the ward is granted).

When the ward is depleted, the creature is immediately healed for 2d8 + your Wisdom modifier hit points (no action required).

Obligatory 3rd Level Druid Feature

D&D Beyond forces homebrew 2014 druid subclasses to have a 3rd level feature to be able to be published. Please fix this WOTC.

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