Druid
Base Class: Druid

Druids of the Circle of Life devote themselves to upholding the sacred connection that binds all living things in a cycle of life, death, and rebirth. They cultivate the plants and animals around them, nurturing their growth from generation to generation.

Circle Spells

Your connection to the cycle of life, death, and rebirth grants you access to certain spells. At 2nd level upon choosing this Circle, you gain access to additional spells upon reaching certain levels. 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 Life Spells
Druid Level Spells
3rd animal messenger, locate animals or plants
5th conjure animals, plant growth
7th blight, dominate beast
9th awaken, commune with nature

Plant Affinity

Beginning at 2nd level, when you cast a spell that normally targets a beast, you can instead target a plant. If a spell you cast conjures a creature using a beast's statistics, you can instead use a plant's statistics of the same CR. You must otherwise follow the same rules for conjuring the creature.

Additionally, you may assume the shape of a plant rather than a beast when you use your wild shape feature.

Nature's Ally

Starting at 2nd level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: flying snake, twig blight, awakened shrub, or sprite.

Flash Rebirth

Beginning at 6th level, you can capture the life essence of a creature as it dies and use it to bloom new life. When a creature within 30 feet of you that you can see dies, you can use your reaction to spark new life and transform the creature's corpse into a beast or plant. The beast or plant must be of a CR equal to or less than your druid level divided by 2 (rounded down), and at least one size smaller than the creature.

On each of your turns, you can use a bonus action to mentally command a creature you made in this way if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If you issue no commands, the creature only defends itself against hostile creatures.

The creature is under your control for 1 minute, after which it stops obeying any command you've given it. Once you use this ability you can't do so again until you complete a short rest.

Reincarnation

At 10th level, you always have the reincarnate spell prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast this spell you can substitute the spell's normal material components for the corpse of a beast that died within the last 8 hours. When you do, you can choose the race of the new body, but it must not be the creature's current race.

Enduring Rebirth

Starting at 14th level, when you create a creature using your flash rebirth feature, the creature remains under your control until you use the feature again, after which it stops obeying any command you've given it. A creature created in this way also gains a number of temporary hit points equal to your druid level, which replenish whenever you complete a long rest.

Previous Versions

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1/9/2020 3:45:34 AM
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