Legend tells that deep in a forest, a hero once died, and that their anguished companion called to all the gods of nature to heal their wounds, for the sake of love. Fruitlessly they channeled energy, slamming every incantation they could recall into the lifeless corpse. The magical energy, wasted, flowed off and into the ground around the body, sprouting a tangle of impenetrable vines and blooms around the body.
Decades later, guarded by a forest of roses and thorns, there lies a corpse refusing to rot. Still instilled with healing energy, this incorruptible body is held by druids of the Circle of the Rose as an example of nature's finest gift- that of life itself. These druids are sometimes-gentle, sometimes-wild defenders of living things, guarding them against those who would harm them. Good-aligned druids of this circle are protectors of all life, while evil-aligned druids who follow these teachings choose which lives they value, and which are expendable. Disciple of Life From 2nd level, when you choose this circle, your healing spells are more effective. When you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Circle Spells The druids who follow the teachings of this circle learn additional mystical secrets, granting them access to certain spells. You gain access to the additional circle spells below. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the nuber 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 2nd: Healing word Druid level 3rd: Gentle repose, prayer of healing Druid level 5th: Aura of vitality, revivify Druid level 7th: Aura of purity, death ward Druid level 9th: Circle of power, raise dead Instil Vitality From 6th level, as a bonus action you can select a creature that you can see within 30 feet. That creature gains temporary hit points equal to 10 + your druid level. From 12th level, this increases to 20 + your druid level. You can use this ability a number of times per day equal to your proficiency bonus. All expended uses are restored when you finish a long rest. Surging Energy From 10th level, you have resistance to necrotic energy and at the start of any round where you have less than 50% of your maximum hit points, you regain 5 hit points. In addition, when you cast a spell of 1st level or above which restores hit points to a creature, you can chose for it to gain resistance to necrotic damage until the start of your next turn. Anointed Ground From 14th level, your prolonged presence brings life to the world. When you and any creatures within 30 feet of you expend hit dice to regain hit points during a short rest, any dice rolls of 1, 2, or 3 are considered to be a 4. When you finish a long rest, you may choose to cast Hallow on the immediate area without expending a spell slot or material components. The additional effects you can choose from are: courage, energy protection, everlasting rest, extradimensional interference, or tongues. The zone lasts until the next time you use this ability. This class archetype inspired by a tumblr post by Otherwindow. Also posted on Game Masters Stash on 24 August 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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