Circle of Regrowth

Druids of the Circle of Regrowth are empassioned caretakers of the living things in the wild, using the magic present in nature to help foster healing and rejuvenation wherever it is needed. These druids are often found near humanoid civilization, for conflict between the civilized realms and the wild means there's often work to be done for someone with their skills. They frequently lend their services to man and beast alike, and many accomplished druids of the Circle of Regrowth spend time as healers for communities on the streets and in the woods; life is an absolute to these druids, and they see it as their duty to preserve and protect it.

Rejuvenation

Starting at 2nd level, you learn how to channel the adaptive power of nature into a surge of healing energy. When you touch a creature, you may expend one use of your Wild Shape ability in order to heal it for an amount equl to four times your druid level. You can use this ability a number of times equal to your Wisdom modifier (minimum 2). You regain expended uses after a long rest.

Circle Spells

Your connection with the healing cycles of nature grant you an affinity with certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the following spells:

3rd Level: cure wounds, healing word

5th Level: revivify, mass healing word

7th Level: death ward, conjure woodland beings

9th Level: mass cure wounds, reincarnate

Once you gain access to a spell on this list, you always have it

prepared, and it does not count towards your total number of spells you can prepare each day.

Life Finds a Way

Starting at 6th level, whenever you roll dice to determine the number of hit points a druid spell of yours restores and the roll is a 1 or a 2, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2."

Essence of the Wild

Whenever you cast a non-damaging spell targeting a single friendly creature, you may imbue them with the power of one of nature’s beasts for one minute:

Bear's Strength: Gain a +2 bonus to your Strength score and gain advantage on skill checks to pull, push, or lift an object.

Boar's Fortitude: Gain a +2 bonus to your Constitution score and gain advantage on saving throws made to resist poisons and diseases.

Serpent's Grace: Gain a +2 bonus to your Dexterity score and gain advantage on Dexterity saving throws.

Badger's Will: Gain a +2 bonus to your Wisdom score and gain advantage on saving throws made to resist charm or fear effects.

A creature cannot benefit from more than one of these

effects at a time. If you would imbue a target with a new effect while one is already active, the benefits of the previous effect fade.

Genesis

Starting at 14th level, whenever you heal another creature that is missing hit points, you regenerate a number of hit points equal to half your druid level (rounded up) at the beginning of each of your turns for one minute; healing another creature while this effect is active refreshes its duration. Taking necrotic damage ends this effect and prevents you from gaining its benefits again until your next turn.

In addition, when a healing spell you cast would heal a creature other than yourself to its maximum hit points and have leftover healing, that creature gains temporary hit points equal to the leftover healing, up to one quarter of the creature’s hit point maximum (rounded up).