Druid
Base Class: Druid

Druids who find themselves members of the Circle of Community use their magical gifts to protect and provide for their allies and companions. These druids believe that one of the most important parts of life is our connection to others and they use their connection with nature to empower their social bonds. Their magic heals wounds and shields others from negative effects. They traditionally meet in local villages in order to trade knowledge and secrets that can help better protect their communities. As a member of this circle, your magic is influenced by the strength of the bonds you have with others. 

Helpful Hand

At 2nd level, you learn the cantrip guidance if you don't already have it. You also get to choose two tools to gain proficiency in that provide a service to your community and/or allies. 

Nature's Bonds

At 2nd level, you gain the ability to channel magic into your comrades. As an action, you can expend a use of your Wild Shape feature to awaken your magic in your allies, rather than transforming into a beast form, and your allies, which can be up to three people, gain the following benefits while this is active: 

  • Your allies' AC increases by 2. 
  • They gain 5 temporary hit points. 
  • Advantage on Wisdom saving throws. 

The effect lasts for 10 minutes or until you use your Wild Shape again. 

Circle Spells

Your devotion to your allies and community grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Community 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.

Circle of Community Spells
Druid Level Spells
3rd Warding Bond, Aid
5th Beacon of Hope, Create Food and Water
7th Death Ward, Private Sanctum
9th Mass Cure Wounds, Telepathic Bond

Protection Transference

At 6th level, your commitment to your allies has evolved to the point where you are immune to being poisoned, diseased, paralyzed, frightened, and charmed and you are able to give away an immunity to a companion. The duration lasts for 8 hours and during this time you are susceptible to any of the conditions that you are no longer immune to. 

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

Strengthened Bonds

At 10th level, your bonds with your companions have grown, as such when you activate your Nature's Bonds feature the number of people it effects increases to 6 people and it gains the following features:

  • They gain 15 temporary hit points
  • Advantage on Constitution saving throws. 
  • Resistance to bludgeoning, slashing, and piercing damage. 

No Man Left Behind

At 14th level, your magic has intermingled so much with your companions that it is attuned to their life force. In the event that you or an ally of yours falls to 0 hit points within 30 feet of you, this feature activates and heals both you and your companion to your maximum number of hit points. 

Once you use this feature, you can’t use it again until you finish a long rest.

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