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Druid (Circle of the Healer)


Hit Points

Hit Dice: d8 per Druid (Circle of the Healer) level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields (druids will not wear armour or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears
Tools: Herbalism kit, Medicine Kit
Saving Throws: Intelligence, Wisdom
Skills: choose two from Arcana, Animal Handeling, Insight, Medicine, Nature, Perception, Religion, and Survivals

Starting Equipment

you start with the following equipment in addition to the equipment granted from your background   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.


Subclass Options

Circle of the Healer
As a druid, you have honed the use of natural remedies, and healing magic to aid yourself or others in many situations.   Natural Remedies
You can make any medicine check with double proficiency bonus.   Makeshift Medic
Beginning at 2nd level, you learn extra spells on the chart below in accordance to your druid spellcasting. At 3rd, 5th, 7th, and 9th level you gain access to the following 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.   Circle of the Healer Expanded Spell List
Level -Spells
2nd - Cure Wounds - Healing Word
3rd - Healing Spirit - Prayer of Healing
5th - Mass Healing Word - Beacon of Hope
7th - Death Ward - Gradian of Nature
9th - Mass Cure Wounds - Raise Dead
  Mindful Medic
Beginning at 6th level, during short rests you can lend your hit dice to an ally. Once per long rest, you can add an aditional 1d8 to an ability that would heal the target.   Steady Hand
Beginning at 10th level, if using an ability that would heal an ally, you can use your medicine bonus instead of your wisdom modifier.   Is That A Red Berry Or A Poison Berry
Beginning at 14th level, you can make a medicine check when using a spell that would heal an ally, you can choose to take a -10 to the check, with a DC equal to 10 + Spell Level, If so, the amount of healing is Maxed, otherwise, they gain no health. You can use this feature an amount of times equal to your Wisdom Modifier (Min 1), per long rest. Once per long rest, if a creature fails a death save within 5 feet of you, you can choose to make it a natural 20 instead.


Created by

SnowRanger.

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