Base Class: Druid
Level 3: Circle of Life Spells
3rd-level Circle of Life feature
Your bond with revitalizing nature ensures you always have certain spells ready. When you reach a Druid level specified in the Circle of Life Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
Level 3: Verdant Vitality
3rd-level Circle of Life feature
Your connection to the essence of nature enhances your restorative powers. Whenever a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
Level 3: Vitalizing Winds
3rd-level Circle of Life feature
As a Magic action, you can expend a use of your Wild Shape to release a swirl of restorative air. You evoke healing energy that can restore a number of Hit Points equal to five times your Druid level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 6: Nature’s Resonance
6th-level Circle of Life feature
The healing mists you conjure for others sustain you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
Level 10: Purifying Breeze
10th-level Circle of Life feature
The winds you summon carry away impurities. Whenever you restore Hit Points to a creature with a spell of 1st level or higher, you can also end one of the following conditions on that creature: Blinded, Deafened, Paralyzed or Poisoned. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest
Level 14: Nature’s Deepest Well
14th-level Circle of Life feature
You have reached the pinnacle of restorative magic. Whenever you would roll one or more dice to restore HP to a creature with a spell or the Vitalizing Winds feature, use the highest number possible for each die instead. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
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