Druid
Base Class: Druid

Druids of the Circle of Renewal have accepted death as a natural part of life. They harness the power of the change between death and life, decay and regrowth, selection and nutrturing, autumn and spring. They view this cycle as a sacred principle that must be upheld and view everything that disturbs it as an illness that must be eradicated. A Circle of Renewal Druid will try to protect living things as long as he sees a place for them in the natural order but he will not condemn killing as long as its cause is justifiable by the fundamental laws of nature. Instead he will see every death as an opportunity for something new to grow and every life as worth protecting and nurturing until its time has come.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Herbs of Renewal

Starting at 2nd level, you can use "Herbs of Renewal" once per long rest. You use an Action to use "Herbs of Renewal" on the corpse of any creature that is primarily composed out of ordinary organic matter. The corpse will be overgrown by a magical vine within 1-10 minutes (depending on its size) that decomposes all soft, organic matter and, when finished, sprouts a number of beautiful white blossoms equal to the Challenge Rating of the creature that was decomposed (rounded down). These blossoms can be harvested and prepared as a soup, broth or tea . Each blossom consumed this way grants 1d4 of temporary HP.

No creature can gain more than double your druid level of temporary HP using this ability. Once prepared, the food or tea takes 20 minutes to get cold. If it gets cold before eaten or drunk, all its benefits are lost.

Circle Spells

Your continued work with the life and death of everything around you has infused you with the knowledge to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to two spells each - one spell to nurture and protect, the other to weaken and destroy.

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

prayer of healing, moonbeam

5th

plant growth, call lightning

7th

private sanctum, giant insect

9th

awaken, insect plague 

Friend of the Wild

When you reach 6th level, you are resistant to necrotic damage and you are immune to poison and disease.

Give and Take

Starting at the 10th Level, your attunement to nature has given you the ability to nurture life from death and summon destruction from life. This shows itself in two abilities you gain at this level:

  • Take Away: If you heal any creature during a fight for double its current HP or more or you save a creature with 0 HP from dying, you gain advantage on one spell attack of your choice during the next round. If you attack multiple times during your next turn, you have to decide which attack roll to make with advantage before you make your first attack roll.
  • Give Back: If you kill a hostile, aggressive creature during a fight, you can use your bonus action to heal one creature within a 30ft range of you for an amount of HP equal to your druid level.

Wrath of Nature

When you reach 14th level, you learn to unleash the Wrath of Nature upon those who violate its laws. You can use your action to transform into a treant instead of your usual Wildshape. Since this takes far more magic than the normal Wildshape, you need to expend two uses of Wildshape and a spellslot of level 6 or higher. You cannot cast spells while being in treant form unless you have Beast Spells.

Previous Versions

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