You are on page 1of 1

24/03/2019 The Homebrewery - NaturalCrit

Druidic Circle: The Circle of Life

D
ruids of this circle are inextricably bound to the
circle of life and death; a natural cycle of the Share the Dying
world. They carry the dying into the next life and Beginning at 10th level, your harmful spells spread the pain
revive the injured. They view the undead as an they inflict upon creatures of your choice. If a spell of 1st level
aberration of this cycle. Many are prolific or higher causes a creature to drop to 0 hit points or die on
hunters, memorializing their skills in tattoos your turn, you can use your reaction to spread the disruption
and trophies. of the life cycle to other creatures. Each other creature of
Circle of Life Features
your choice within 60ft of the target must succeed at a
Wisdom saving throw or take necrotic damage equal to 5 +
Druid Level Feature the spell's level.
2nd Cyclical Disruption, Life Sense
6th Aura of Regeneration Renewed Cycle
10th Share the Dying Your touch brings life. At 14th level, if a spell, such as Raise
14th Renewed Cycle Dead, has the sole effect of restoring a creature to life (but
not undeath), you do not need to provide material
components to cast the spell.
Cyclical Disruption You can use this ability once per short or long rest.
At 2nd level, your magic is attuned to the cycle of life and
death. At a touch, you can interrupt this cycle in a number of
ways as an action:
You can cause a living creature to take necrotic damage
equal to half your Druid level + your Wisdom modifier,
constructs are immune to this effect. This requires a
melee spell attack to affect the target.
You can cause a creature animated by a necromancy spell,
such as by Animate Dead, to make a Constitution saving
throw. If it fails the saving throw, it dies and becomes
unable to be reanimated by such a spell for one year.
You can cause a living creature to regain hit points equal
to half your Druid level + your Wisdom modifier.
You can use this feature a number of times equal to your
Wisdom modifier each long rest.

Life Sense
At 2nd level, you can sense the presence of living creatures.
As an action, you can open your senses to detect the presence
of creatures that aren't undead or constructs that are within
60ft until the start of your next turn. While detecting
creatures in this way, you know the type of creature but not
its identity.
You can use this feature a number of times equal to your
Wisdom modifier each long rest.

Aura of Regeneration
At 6th level, you begin to emit a aura of soothing energy. Any
creature of your choice that starts its turn within 10ft of you
regains 1 hit point if it is below half its maximum amount of
hit points. At 12th level, this increases to 2 hit points. At 18th
level, it increases to 4 hit points.
At 18th level, the aura's range increases to 30ft.
This aura only manifests during moments of conflict; it
fades in times of peace. Instead, if a creature finishes a short
rest within the space the aura would normally occupy, it
maximizes the amount of healing it receives from expending
its hit dice.

https://homebrewery.naturalcrit.com/print/H1rgCbsun7?dialog=true 1/1

You might also like