Base Class: Druid
High in a windswept mountain pass, fire burns bright and warming inside a good-sized cave. Enticing smells waft from the pot which hangs above the flames. The Druid stirs and takes a sip from the stew. It's good - real good - and ready to boost the spirits of whichever weary traveler might happen upon their home.
A grassy, flower-strewn hill rises from tangled forest. The sweet music of a spring fills the air, a gentle song of rest and recuperation. Here the Druid waits, tending to injured creatures of the wood and any soul who happens to stumble across their home.
Druids who belong to The Circle of the Wild Hearth represent the gentle, nurturing aspects of nature. Whether tending a sacred site, or roaming in the wilderness they are code-bound provide healing and comfort the souls they meet. Provided that they bring no harm to the Druid's beloved nature of course - for although they are largely peaceful, they will not hesitate to defend that which is under their care from the enemies of the Wild.
Bonus Proficiency
Upon choosing this Circle, you gain proficiency with Cook's Utensils.
Lifespring
At 2nd level when you choose this Circle, you learn the Cantrip Spare the Dying, which you can cast as a bonus action. For you it has a range of 30 ft. This does not count towards your total number of cantrips known.
Lifeweaver
After gaining this feature at level 3, you always have the spell Healing Word prepared, and it does not count towards your total number of druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
At 10th level, you learn the spell Mass Healing Word, which you always have prepared and does not count towards your total number of Druid spells prepared. In addition, when you cast the spell, you use a d6 instead of a d4.
Gift of the Hearth
At 3rd level during a short rest, you can prepare a soothing brew that heals up to six of your allies.
Any of these allies who use Hit Dice to recover hit points during the rest can add your Wisdom modifier to the score.
If an ally already has full hit points before they partake of the brew, they instead gain advantage on the next saving throw they have to make.
Restful Aura
Upon reaching 10th level, your allies gain a bonus equal to your wisdom modifier to any saving throw they make within 15ft of you.
Wild Healing
Starting at 14th level - when you cast a healing spell, it counts as being one level higher than the slot you expend to cast it. You can use this ability a number of times equal to your Wisdom modifier, and recover all uses after a long rest.
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