Circle of Life (5e Subclass)

Circle of Life

Druid subclass


“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.


Natural Recovery

Starting at 2nd level, you have learned to regain some of your magical energy by communing with nature. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.


Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells through your connection to positive energy of the natural cycle of life. 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.

Life:


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 other than you, 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. Plants and fungi suited to the environment push out of the ground and natural wildlife magically appear in a cone originating from you with a length equal to 10 feet per druid level. The effect normally persists for a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.


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.
  • You can choose another effect as given in the spell description.
  • The effect’s duration is a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

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