Druid
Base Class: Druid

Druids who are members of the Circle of Rejuvenation can be found in lands that might have just experienced a massive flood, wildfire, earthquake, or other natural disaster. These nomadic druids move from disaster to disaster in order to aid the flora & fauna in getting back to the prosperous life before the disaster.  Their magic mends wounds, revitalizes plants, and attempt to get the world back to prosperity.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the Spare the Dying cantrip.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

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.

Spells
Druid Level Spells

3rd

Prayer of Healing, Protection from Poison

5th

Plant Growth, Revivify

7th

Divination, Freedom of Movement

9th

Commune with Nature, Mass Cure Wounds 

 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Healer

When you reach 10th level, your healing spells are more potent. You add half of your druid level to the total amount of healing done.

For example, If you cast Mass Cure Wounds, you would roll 3d8 + your wisdom modifier + half your druid level. So as a 10th level druid with a 20 wisdom ability score, you'd roll 3d8+5+5 healing.

Nature’s Retribution

Nature's gratitude for your work is prepared to pay you back if you were to be knocked out. Starting at 14th level, if you drop to 0 hit points and don’t die outright, you absorb a portion of natures energy, dealing 2d10 + half your druid level necrotic damage to everything within 15ft of you. Any living organic material within the area withers as it bestows its life back to you. You heal hit points equal to the amount of damage dealt.

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

 

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