Base Class: Druid
When times of famine or disease come upon small settlements, Druid devotees of the Circle of Plenty will emerge from the deep woods to help combat the sicknesses and shortages. Rather than remain reclusive and hoard their secrets, these Druids choose to share their good fortune with those who need it most. Followers of the Circle of Plenty make their homes in deep forests, where it is rumored that it remains summer year round, and the harvest season can go on indefinitely. Because of the charity that nature grants them, they feel obligated to share with others in turn. Often, these Druids will go on pilgrimages to assist in relief efforts, travel to help the starving, or set up new groves of their own where the land was previously barren. Folk tales circulate about one Druid of this Circle who travels from village to village in the middle of winter, delivering presents to deserving people to lift their spirits.
Circle Spells
Your connection with the plant life and natural forces around you grants you access to certain spells. At 2nd level, when you choose this Circle, you learn the 1st level spell Goodberry, or another 1st level Druid spell if you already had access to this spell. You always have the spell Goodberry prepared, and it doesn't count against the number of spells you can prepare each day.
In addition, at 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the plant life and natural forces you live in harmony with. Once you gain access to one of the following 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 |
|---|---|
|
3rd |
aid, prayer of healing |
|
5th |
create food and water, speak with plants |
|
7th |
control water, death ward |
|
9th |
greater restoration, mass cure wounds |
Bountiful Harvest
Starting at 2nd level, the spells that you cast with the intention of restoring a creature's health become more potent. When you cast a spell that causes another creature or yourself to regain hit points, you may choose to bolster the creature's vitality with a number of temporary hit points equal to your wisdom modifier. If this spell would effect a number of creatures, all creatures gain the benefits. You may use this feature a number of times equal to your wisdom modifier (minimum of one) per long rest.
In addition, your very presence is enough to ensure the well-being of those around you. When you or an ally chooses to use their hit dice to regain hit points during a short rest, they will always regain the maximum number of hit points possible, unless you are unconscious or incapacitated. For example, if their hit die is d8, they will always regain 8 hit points plus their constitution modifier.
Blossoming Spirit
At 6th level, when you cast a spell that causes another creature to regain hit points, you may choose to expend a usage of your Wild Shape ability to end one of the following effects on a creature that the spell is targeting: poisoned, (non-magical) disease, paralyzed, stunned, deafened, or blinded. If the spell is targeting multiple creatures, you may affect only one per use of Wild Shape. You may also choose to use spell slots for this effect. By spending 2 uses of Wild Shape, or spells equaling 5 spell slots (i.e you may choose to use five 1st level spells, or one 4th and one 1st, or two 2nd and one 1st), you may cure a creature of one level of exhaustion.
You may use this feature a number of times per long rest equal to your Wisdom modifier (minimum of one).
Zeal for Life
When you reach 10th level, your jubilant aura and zeal for life create a powerful ward for yourself and your allies. You and any number of creatures you can see or hear within 30 ft. of you have advantage on saving throws against being charmed, frightened, blinded, or deafened. You also gain proficiency in Charisma saving throws, if you were not already. If you are already proficient in Charisma saving throws, you instead gain a proficiency in Intelligence or Wisdom saving throws.
Guardian of the Harvest Moon
When you reach 14th level, you become one with the bountiful nature around you. When you cast the spell Goodberry, you produce twice as many berries as you normally would. In addition, you add your wisdom modifier to the number of hit points regained on any spell you cast that allows the target to regain hit points.
Once per long rest, as a reaction to you or an ally being reduced to zero hit points, you may cause any number of creatures you can see to regain 1d10 plus your wisdom modifier hit points.
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Posted Jun 16, 2020This is confusing "or another 1st level Druid spell if you already had access to this spell" as druids prepare their spells each day. So all druids have access to goodberry. I think you just don't need to say that.
Bountiful harvest - this is either weak or very powerful depending on interpretation at level 2. You have 3 spell slots. If this just works when you cast a spell, and you can only heal 3 times in a day it gives 9 thp per day. Which is weak. Not terrible, but weak. But if this works with goodberry and every goodberry restores 1 hit point and gives 3 thp, then this is very powerful at level 2. You can cast goodberry 3 times and give out 90 thp per day. So you should address if this works with goodberry.
Blossoming Spirit - this is a bit confusing as written. I can expend spell slots, but level counts for those? Does level of spell slots matter when removing poison or just for exhaustion? And "effect" is too vague when saying you cure poison. If you mean the poisoned condition say "condition", as poison effect could be any effect in the game described as poison.
I like the idea of this subclass, but the wording is a bit vague and I worry that as written it is too powerful.