The stars of Pash-Mara
Circle of the spring
Legends across the world tell of magical waters with restorative powers. Druids of the Circle of the Spring protect these sacred springs, which grant them divine insights and abilities. Spring Druids draw on the power of these waters to restore vitality to their allies and to disrupt their enemies.
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.
Starting at 2nd level, your healing spells create healing flows that recover health over time. Whenever you use a spell to restore hit points to a creature, the creature is affected by a healing flow that restores hit points equal to 2 + the spell’s level at the beginning of the creature’s next turn. At 6th level, healing flows last for an additional turn.
This effect can be active on an unlimited number of creatures.
Casting a healing spell on a creature already affected by a flow creates a new flow that overrides and ends the previous flow.
Your divine connection to sacred waters infuses you with the ability to cast certain 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 cure wounds, misty step
5th revivify, wall of water
7th control water, watery sphere
9th maelstrom, mass cure wounds
At 6th level, the magic waters that flow through you grant you mastery over aquatic environments. You gain a swim speed equal to your walking speed, and you can breathe and speak in water as if it were air. If you already possess a swim speed, your swim speed increases by 10 feet.
At 10th level, your healing flows on badly injured creatures are more effective. Healing flows on creatures with low health become revitalizing flows that (1) instantly recover hit points equal to half the amount healed by the spell that triggered the flow with a minimum of 4 + the spell’s level and (2) recover the same hit points for any remaining turns of the flow. This feature can restore a creature up to no more than half of its hit point maximum.
If a creature affected by a revitalizing flow is healed to half its hit point maximum or greater, the flow continues for any remaining turns as a healing flow.
Additionally, you gain resistance to fire and cold damage.
At 14th level, as an action you instantly heal each creature affected by your flows for the total amount of the remaining heal over time effect on the creature. This ability triggers new healing flows on each affected creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.