Druid
Base Class: Druid

Druids of the Circle of Restoration focus on the preservation and regeneration of natural life. Rather than focusing on skills that harm, they focus on healing and the disabling of threats. These druids see the propagation of life as their most important goal and any who would obstruct the natural order of an area too severely and without reason are seen as an enemy. Restoration druids wish for nothing more than a peaceful life of tending to their verdant homes, however, they often find themselves venturing from these homes to fight the myriad of foes that beset their world.

Regrowth

Starting at 2nd level, when you cast a spell using a spell slot that restores HP or cures a condition, that spell heals the target of that spell additionally over time. At the start of the next two of the target's turns, restore an amount of HP equal to the spell's level. This effect can stack.

Additionally, you learn the spare the dying cantrip. You can preserve those around you who are not yet ready to return to the earth.

Swiftmend

Also at 2nd level, as a bonus action, you may consume the healing effects on a target to instantly heal them. The amount that would normally be restored to the target at the start of their turns as part of the Regrowth feature is instantly restored to them. You may use this feature a number of times equal to your proficiency bonus and all uses of this feature return upon finishing a long rest.

At 6th level, when you use this feature on a target other than yourself, restore HP to yourself equal to the amount restored to the initial target.

Circle Spells

Your connection with the natural world has granted you an affinity with maintaining it and your spells are a reflection of that.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Regeneration Spells table. Once you gain access to one of these spells, 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.

 

Circle of Restoration Spells
Druid Level Spells

3rd

gentle repose, lesser restoration

5th

mass healing word, plant growth

7th

aura of life (PHB, pg. 216), grasping vine (PHB, pg. 246)

9th

greater restoration, reincarnate

Cyclone

Upon reaching 6th level, you can call upon the winds to aid you. As an action, you magically force a Large or smaller creature you can see within 60 feet of you make a Strength saving throw, which a creature may choose to fail, against your spell save DC. Unless the saving throw is a success, the creature is swept up by a localized cyclone that holds them aloft, unable to act until the end of your next turn. The wind buffets away ranged and melee weapon attacks and spells, however, the target can still be healed. The creature is incapacitated and has a speed of 0. The caster of this feature may end it at any time using a reaction. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Rebirth

At 10th level, you specialize in reviving those that have died before their time. When you cast the Reincarnate spell, you may choose to empower it. When empowering the spell, make the following changes to the spell:

  • The spell has a casting time of an action.
  • The target's body is regrown perfectly, identically and instantly, they do not have to roll for a new race.
  • If the target's body is in a complete enough state to return to the original body, their spirit is returned there instead.
  • The target receives the effects of the Regrowth feature for a 5th level spell upon being reincarnated.

When revived in this way, the target only receives half of its HP upon being reincarnated and maintains the spell slots it had when it died. You can only cast Reincarnate in this way once per lunar cycle or similar month-long period.

When casting Reincarnate, you only require the rare seed of an Ironwood Tree (500g) as materials to complete the spell casting.

Innervate

Upon reaching 14th level, you can restore the magical energies to a creature. When you use this feature as an action, you may touch a target you wish to impart magical energies to (including yourself). The target regains cumulative spells slots equal to your proficiency bonus. They choose how the spell slots are distributed, for example, when given five spell slots, they may choose to regain a 5th level spell slot or five 1st level spell slots. If used on a creature other than yourself, you also regain one spell slot.

After using this feature, you cannot use it again until you have finished a long rest.

Previous Versions

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