Druid

Circle of Life

Druids from the Circle of Life are carers, friends and guides of beasts and plants alike. The spirits of nature call them forth to the most desolate of places, in order to maintain the presence of life there, by watching over everything from the largest of beasts, to the very soil they walk on. They are able to heal and empower the souls around them with their instinctual knowledge of all that is natural along with the very essence of nature itself.

Nature’s Messenger

At 2nd level, when you join this circle, you gain the ability to communicate with beasts and plants.

Animal Companion

At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

You call forth an animal from the wilderness to serve as your faithful companion. You can select any animal companion that you have the ability to wild shape into. However, your DM might pick an animal for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Life’s Endurance

At 6th level, you gain the ability to protect those who have fallen in order to preserve their life.

As a reaction, you can create a magical cocoon that surrounds anyone who has reached, or surpassed, the 0 hit point minimum. This cocoon negates all external effects targeted at the creature within. The cocoon disappears if the creature stabilises or dies.

If the creature protected by this ability stabilises, then it regains a number of hit points equal to your druid level. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). All uses of this ability are regained after a long rest.

Manipulate Energy

When you reach 10th level you can tap into the pool of energy that keeps the natural world alive, and manipulate it to reduce the damage of an attack on any beast, humanoid or plant creature you can see, within 30 feet.

As a reaction, you can expend a spell slot and reduce the damage of an attack by an amount equal to your Wisdom Modifier x the level of the expended spell slot. You regain all uses at the end of a long rest.

Alternatively, you can restore a number of hit points equal to your druid level x the level of the expended spell slot, as a bonus action. This action has a range of 30 feet.

Due to the magical bond between yourself and your animal companion, you can use this ability whenever they take damage. The range of this spell for your companion is 60 feet.

Nature’s Ally

At 14th level, you have a beguiling influence over creatures of the natural world. As a bonus action, you can use this ability have influence over a number of beasts you can see, equal to your Wisdom modifier (minimum 1). These creatures know they are being manipulated by you and are willingly letting it happen.

These creatures are considered charmed for a number of minutes equal to half your druid level rounded down or until you or your companions do anything harmful to it. Once you have used this ability you must take a long rest before you can do so again.

Additionally, any plant creature that attacks you must succeed on a Wisdom saving throw, with a DC equal to your spell DC, or redirect the attack. If there is nothing else within range of the attack, then the plant creature does not make an attack. All plant creatures are aware of this ability before they try to make an attack against you.