Primal Grove Features
Blessing of Rejuvenation
Common Channel: Druid, Ranger, or WitchYou and one or more members of your Grove may perform a ritual that lasts for 10 minutes for the purpose of attuning yourselves to the natural landscape which you currently find yourselves at, drawing healing energies from it. The ritual can only be performed outdoors and it requires each participating ritual caster to expend a spell slot. Upon completion, the participating ritual casters and a number of creatures you can see up to the Head Caster’s Wisdom modifier gain the following benefits. These benefits last for a number of hours equal to the collective number of spell slot levels expended by the members of your Grove for the purposes of this ritual:
- Every time an affected creature rolls a Hit Die for the purpose of regaining hit points, it automatically regains the maximum number of hit points allowed by the size of their Hit Die. In addition, if the result of their roll is above average, their Hit Die does not become expended.
- An affected creature gains advantage on its Death saving throws. In addition, the first time an affected creature succeeds in a Death saving throw, it immediately regains a number of hit points equal to the collective number of spell slot levels expended by the members of your Grove for the purposes of this ritual.
These effects end prematurely on a creature if it travels for more than 10 miles away from the ritual’s initial location. If any of the participating ritual casters fails to channel for the full 10 minutes, the casting automatically fails.
Calling of the Feral Warden
Common Channel: Druid, Ranger, or WitchYou and one or more members of your Grove can focus on a ritual that lasts for 1 hour, summoning the spirits of nature to come forth and imbue the Head Caster with their primal aspect. The Head Caster must expend one use of their Wild Shape class feature at the end of the ritual. Upon doing so, the Head Caster assumes the size and shape of the beast of their choice, while gaining the following, additional benefits:
- Their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, their first successful melee weapon attack during each of their turns deals a bonus 1d6 damage for each participant ritual caster.
- When they are required to make a saving throw, they use the highest ability score of the beast of their choice, rather than the one normally required by the spell or effect they have been subjected to. They gain a bonus +1 to saving throws made using that ability score for each participant ritual caster.
- At the start of each of their turns, they gain a number of temporary hit points equal to their spellcasting modifier.
These benefits persist on the Lead Caster for the duration of their Wild Shape. If any of the participating ritual casters fails to channel for the full 1 hour, the casting automatically fails. This failure results in the Head Caster using Wild Shape unwillingly and assuming the shape of a beast chosen by the DM, as well as falling under the effects of confusion for the next 1 minute. If the ritual is completed successfully, the members that have participated cannot perform it again for the next 7 days.
Convocation of the Elements
Common Channel: Druid, Ranger, or WitchWhile close to one another, your affinity to the elemental energies becomes enhanced by the Head Caster of your Grove. Every time you cast a spell that deals damage while within 30 feet of the Head Caster, the spell’s damage is increased by an amount equal to the highest level spell prepared by the Head Caster that deals the same type of damage. For example, by casting frostbite, you would deal a bonus 5 cold damage while the Head Caster has cone of cold prepared and is within 30 feet of you. The damage bonus applies to one damage roll of a spell, not multiple rolls. A prepared spell does not provide this benefit if all spell slots of its level have been expended by the Lead Caster.
Primal Boon
Common Channel: Druid, Ranger, or WitchYou and one or more members of your Grove can focus on a ritual that lasts for 1 hour, channeling your primal energy into a selected member and imbuing it with your power. When doing so, the ritual casters must be within 30 feet of each other. The Head Caster and each participating member may expend any number of spell slots, in order to amplify the magic of a Grove member.
This member can use the primal boon once in order to increase the slot level of any single spell it casts by 1 for every 3 levels worth of spell slots expended collectively during the ritual. Only spells of up to 6th level can be enhanced in this way. If the primal boon is not used within 24 hours of its creation, its magic fizzles away.
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