Base Class: Druid
Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of Fukatsu is rumored to have partaken in the waters which enhance their healing magic. No one but the High Circle knows for sure, but Fukatsu druids use the rejuvenating properties of water to repair and enhance the body and nature itself.
Circle of Fukatsu Features
| Druid Level | Feature |
|---|---|
| 2nd | Circle Cantrips, Renewal, Rejuvenating Mists |
| 6th | Life Giving |
| 10th | Soothing Waters |
| 14th | Healing Flow |
Circle Cantrips
When you join this circle at 2nd level, you learn the spare the dying or shape water cantrips.
Shape Water Cantrip
When you join this circle at 2nd level, you learn the shape water cantrip.
Spare The Dying Cantrip
When you join this circle at 2nd level, you may learn the spare the dying.
Renewal
Beginning at 2nd level, when you are preparing your spells after a long rest, you can enchant vials of water with healing power. You have the power for a number of enchantments equal to one plus half your druid level (rounded up). You may also choose to expend spell slots to enchant additional vials. Each expended spell slot grants you a number of enchantments equal to the spell's level. You may imbue a vial with more than 1 enchantment, but with no more than 6. When fully consumed, the water restores hit points equal to 1d8 per enchantment. When healed by an enchanted vial, the target is considered to have been healed by a spell cast by you. When you take a long rest, all enchanted vials lose their magical properties and become mundane water.
Circle 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.
| DRUID LEVEL | Spell |
|---|---|
| 3rd | Aid , Cure Wounds |
| 5th | Revivify , Wall of Water |
| 7th | Control Water , Death Ward |
| 9th | Commune with Nature , Mass Cure Wounds |
Rejuvenating Mists
As a bonus action, you can expend a use of your Wild Shape feature to be enveloped by a gentle mist, rather than transforming into a beast. This mists lasts for 10 minutes, and may smell like a brewed tea of choice. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
While mists surround you, whenever a creature regains hit points either by Renewal or any other healing done by you, that creature gains temporary hit points equal to half you druid level (rounded down).
Life Giving
At 6th level, whenever you spend a druid hit die to heal during a short rest, you may instead choose to restore (8 + your Wisdom modifier + the target's Constitution) modifier hit points to a creature other than you, that you can touch, and attend their wounds
Soothing Waters
When you reach 10th level, you gain swim speed equal to your walking speed and you can breathe and speak under water as if it were air.
In addition, when at least half of your body is submerged in water and you are conscious, you regain 1 hit point at the start of each of your turns.
Healing Flow
Starting at 14th level, any creature that is healed by one of your spells regains hit points equal to the spell's level at the start of each of their turns for a number of turns equal to your Wisdom modifier. A creature can only benefit from Healing Flow of one spell at a time.
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