Circle of the Fountain

Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure, but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself.

Additional Cantrips

When you join this circle at 2nd level, you learn the spare the dying and shape water cantrips. If you already know one or both of these cantrips, you may learn 1 additional druid cantrip.

Enchant Water

Beginning at 2nd level, when you are preparing your spells after a long rest, you can enchant vials of water with healing power. You have the power for a number of enchantments equal to one half your druid level (rounded up). You may also choose to expend spell slots to enchant additional vials. Each expended spell slot grants you a number of enchantments equal to the spell's level. You may imbue a vial with more than 1 enchantment, but with no more than 6. When fully consumed, the water restores hit points equal to 1d8 per enchantment plus your Wisdom modifier. When healed by an enchanted vial, the target is considered to have been healed by a spell cast by you. When you take a long rest, all enchanted vials lose their magical properties and become mundane water.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle 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.

Druid Level Circle Spells
3rd aid, cure wounds
5th revivify, wall of water
7th control water, death ward
9th mass cure wounds, raise dead

Life Giving

At 6th level, whenever you spend a druid hit die to heal during a short rest, you may instead choose to restore 8 + your Wisdom modifier + the target's Constitution modifier hit points to a target.

Soothing Waters

When you reach 10th level, you gain swim speed equal to your walking speed and you can breathe and speak in water as if it were air.

In addition, when at least half of your body is submerged in water and you are conscious, you regain 1 hit point at the start of each of your turns (10 hit points each minute).


Healing Flow

Starting at 14th level, any creature that is healed by one of your druid spells regains hit points equal to the spell's level at the start of each of their turns for a number of turns equal to your Wisdom modifier. A creature can only benefit from the flow of one spell at a time.

Credits

   Subclass by StrayChowChow

Art "study" by Dongick Lee (artcobain.deviantart.com/)

Homebrewery Template by stolksdorf (homebrewery.naturalcrit.com/)

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PART 1 | CLASSES