Druid
Base Class: Druid

 

Circle of the City Features
Druid Level Feature
2nd Steady Living, Odd Jobs, Wild Healing
6th Protected Healer
10th Sprout Through Rock
14th Phase Through Stone, Regeneration Mastery

Steady Living, Odd jobs, Wild Healing

When choosing this Circle at 2nd level, your life amongst civilized peoples means you have learned to pick up skills and tricks where you can. You gain proficiency with the poisoner’s kit, one set of tools of your choice, and you are able to use armor made of metal.

Odd Jobs Also at 2nd level, you know how to find work, as well as information about work. You have advantage on Charisma checks when talking to people about local rumors and possible jobs. This extends to knowing the worth of a job well done. You have advantage on Charisma checks in relation to haggling for prices of items or payout for a job, and on Insight checks to see if someone is trying to cheat you regarding prices and pay.

Starting at 2nd level, your healing spells are more effective. Whenever you use a spell at 1st level or higher to restore hit points to a living creature, the creature regains an additional hit points equal to 2 + the level you cast the spell at.

Circle Spells

 

Druid Level Spells

3rd

cure wounds, goodberry

5th

lesser restoration, revivify

7th

death ward, locate creature

9th

mass cure wounds, reincarnate 

Protected Healer

Beginning at 6th level, healing spells you cast on others heal you as well. Whenever you use a spell at 1st level or higher to restore hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Sprout Through Rock

At 10th level, you can use an action to drop a seed on the ground and will it to sprout roots. The plant drives downward, pushing rocks and earth aside. As long as you maintain concentration, as if concentrating on a spell, the roots from the seed can move large amounts of heavy material, such as mounds of earth or sections of rock. The roots cannot move anything heavier than a 1000 pounds, and it can only move it 5 feet per turn. This feature last for 10 minutes or until you lose concentration, at which point, the roots will dry up and solidify, holding whatever it was tasked with moving in place.

In this state, the roots have an AC equal to your druid spell save DC. The roots will be able to hold the weight of what it moved without breaking, but one successful attack that deals fire damage will break the roots.

Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.

Phase Through Stone, Regeneration Mastery

Beginning at 14th level, you can become one with solid stone, brick, or rock. As an action, you may step into a piece of stone large enough to contain your body, such as a wall or a mountain side, and disappear into it. You instantly get a sense of nearby structures, including caves, tunnels, buildings, and living creatures if they are within 1000 feet of your position.

As part of this action, you may glide further into the stone to a range of 100 feet. If at the end of your turn you are still within the stone, you will be pushed back out, reappearing within 5 feet of the location where you first entered.

Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.

Beginning at 14th level, you always have regenerate prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast regenerate, the target regains 4d12 + 20 hit points instead of 4d8 + 15. For the duration of the spell, the target regains 2 hit points per round instead of 1.

When you cast regenerate, you get the spell slot you used back at the end of your next short or long rest.

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