Druid Circles

Circle of the Springs

Legends across the world tell of magical waters with restorative powers. Druids of the Circle of the Springs protect and tend to these sacred springs, which grant them divine insights and abilities. These Druids draw on the power of the springs to restore vitality to their allies and to disrupt their enemies.

Bonus Cantrips

When you choose this circle at 2nd level, you learn the spare the dying and shape water cantrips. If you already know one or both of these cantrips, you may learn 1 additional druid cantrip.

Healing Flows

Starting at 2nd level, your healing spells create healing flows that recover health over time. Whenever you use a spell to restore hit points to a creature, the creature is affected by a healing flow that restores hit points equal to 2 + the spell’s level at the beginning of your next turn. At 6th level, healing flows last for an additional turn.

This effect can be active on an unlimited number of creatures. Casting a healing spell on a creature already affected by a flow creates a new flow that overrides and ends the previous flow.

Circle Spells

Your divine connection to sacred pools infuses you with the ability to cast certain 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 Circle Spells 3rd cure wounds, misty step 5th revivify, wall of water 7th control water, watery sphere 9th maelstrom, mass cure wounds

Water Sprite

At 6th level, the power of the springs grants you mastery over aquatic environments. You gain a swim speed equal to 10 feet + your walking speed, and you can breathe and speak in water as if it were air. If you already possess a swim speed, add 10 feet to you swim speed.

Revitalizing Flows

At 10th level, your healing flows on badly injured creatures are more effective. Healing flows on creatures with less than half their hit point maximum become revitalizing flows that (1) recover hit points equal to one turn of the healing flow + half your druid level at the beginning of your next turn and

(2) recover the same number of hit points at the beginning of your subsequent turns for any remaining turns of the flows.

This feature can restore a creature up to no more than half its hit point maximum. If a creature would be healed by a revitalizing flow to more than half its hit point maximum, the flow instead restores hit points equal to at least one turn of the healing flow + half your druid level up to no more than half the creature's maximum hit points. If a creature affected by a revitalizing flow is healed to half its hit point maximum or greater, the flow continues for any remaining turns as a healing flow.

Healing Surge

At 14th level, you can instantly heal creatures affected by your flows. As a bonus action, you present your druidic focus and instantly heal each creature affected by your flows for the total amount of the remaining heal over time effect on the creature.

This ability uses any remaining turns of healing flows and does not activate new flows. Once you use this feature, you can’t use it again until you finish a short or long rest.