Circle of Life (5A)
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“Peace, my child. Though his wounds are great, his spirit still lingers,” said the totem-draped shaman. The glade filled with a sudden burst of sunlight and the great chieftain’s ragged breathing smoothed and calmed.
Some say life is the first Circle, the birthright of all druids, but few still practice all its tenets. Druids in this circle draw on positive energy to achieve their goals, granting them remarkable healing powers and the ability to restore the land. These druids, though few in number, are the ones most likely to be seen in villages and on the edge of settlements, rather than tucked away in the deep forest.
Source: En5ider 9.
At 2nd level and above, your connection to positive energy grants access to certain spells. You automatically know and prepare these spells as they become available at the appropriate levels. The spells do not count against any limit of spells known or prepared per day and you gain access to them even if they would not normally appear on the druid spell list.
|2||Sanctuary, Spare the Dying|
|2||Cure Wounds, Healing Word|
|3||Aid, Prayer of Healing|
|5||Aura of Vitality, Mass Healing Word|
|7||Aura of Purity, Death Ward|
|9||Greater Restoration, Mass Cure Wounds|
Life Energy Recovery
From 2nd level onward, you can recover used spell slots during a short rest, of a combined value up to half your druid level, rounded up. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.
Cleanse the Blight
Starting at 6th level, you can disrupt the strength of creatures animated by negative energy and bolster your allies against harmful conditions. A number of times per day equal to half your druid level, rounded up, you can utilize one of the following effects as a reaction:
- When an undead creature within 30 feet attacks a target, you may impose disadvantage on the attack roll.
- You grant an ally within 30 feet advantage on saving throws against one of the following conditions: frightened, paralyzed, or poisoned.
New Life, New Growth
At 10th level, you can cause new growth and life to appear in wastelands, ruins, deserts and other dead areas. Once per day, you can conduct a ritual which takes one hour. At level 14, you can preform this ritual at will.
During this hour, you and allies can stake a short rest, and the first Hit Dice spent to recover Hit Points during this ritual adds halt your druid level to the number of Hit Points recovered.
At the end of the ritual, plants and fungi suited to the environment push out of the ground and natural wildlife magically appear in a area around you with a radius of 10 feet per druid level. The created life must face the challenges of the environment to survive long term, but there is often a slight but beneficial change in micro-climate because of the presence of this plant life.
Cradle of Life
At 14th level, you can draw positive energy from the very earth itself. You conduct a ritual which takes 1 hour to complete. Once the ritual is complete, you cannot use this feature again until you finish a long rest. The results are as the Hallow spell except for the following: The courage and everlasting rest effects are both automatically present, and you can choose another effect as given in the spell description. The area is blessed with natural growth, as if plants had two decades to colonize the area.