Druid
Base Class: Druid

Druids of the Circle of Aquatic Rejuvenation circle harness the life-giving powers of water to heal and support allies. They channel healing energies into their abilities and can buff and protect allies through their manipulation of water.

Aquatic Protector

When you choose this circle at 2nd level, gain the ability to cast the Shape Water cantrip as a bonus action a number of times equal to your spellcasting ability modifier (minimum 1) per long rest. When you cast this spell in this way, you may instead choose to hurl the water at a target within 30 ft, granting them temporary hit points equal to your Druid Level until the start of your next turn.

Wellspring of Life

Starting at 2nd level, as an action or bonus action (your choice) on your turn, you may create a link to the Elemental Plane of Water, calling forth the waters of the plane, creating a wellspring of regenerative energies.

You may create this spring at any location centered within 30 ft of you. The spring has a radius of five ft around its center. Any creatures you select within range of the spring are healed for 1d4 hit points at level 2. On their turn, these creatures may choose to expend their action to drink from the spring and gain the effect of the wellspring again. Springs last one round. On your next turn, you may choose to expend one additional wellspring charge to maintain an existing spring, effectively recasting the ability at the existing wellspring's location. Maintaining a spring in this way does not require an action or bonus action. You may cast Wellspring of Life once per long rest at level 2.

Wellspring of Life's healing and maximum number of charges increase based on your level in this class, as per the chart below.

Druid Level Max Uses Druid Level Heal Amount

1

1

1

1d4

3

2

5

1d6

6

3

9

1d8

10

4

13

1d10

15

5

17

1d12

 

Circle Spells

Your mystical connection to the Elemental Plane of Water grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to water or ice.

Once you gain access to a circle spell, 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

Hold Person, Misty Step

5th

Tidal Wave, Wall of Water

7th

Control Water, Watery Sphere

9th

Mass Cure Wounds, Maelstrom

 

Blessing of the Sea

Starting at 6th level, whenever you heal a creature, you may grant it a mystical blessing. Until the start of your next turn, whenever the creature blessed using this feature makes an ability check, attack roll, or saving throw, it can roll 1d4 and add the number rolled to the ability check, attack roll, or saving throw

Healing Waters

Active: When you reach 10th level, you gain the ability to, as a bonus action, imbue any single, uninterrupted body of water that you have magically conjured or influenced with healing energies. Choose a number of creatures less than or equal to your Wisdom modifier, that you can see. These creatures are immune to the negative effects of any spells you have used to conjure or influence the water. If water that you have imbued in this way touches a chosen creature, they are healed for a total number of hit points equal to a number of d4s equal to the level of the spell used to conjure or influence the water.

  • Wellspring of Life is considered a cantrip for the purposes of this effect.
  • One use of this ability applies to any single uninterrupted body of water within 120 ft that you can see a part of. You may use this ability a number of times equal to one-fifth of your Druid level, rounded up, per long rest.

Passive: You may add your Wisdom modifier to the number of hit points granted by Wellspring of Life. 

Wrath of the Lifegiver

When you reach 14th level, whenever you heal a creature, water pools beneath and moves with them for up to one minute. While this effect is active, any creature that makes an attack roll against them is hit by a violent torrent of water, taking damage equal to your Wisdom modifier + your Proficiency Bonus. This effect ends after the damage is dealt.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2020 8:54:59 PM
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