Rain Orb - Druid Feats in Verum | World Anvil

Rain Orb - Druid Feats

Tides
Prerequisite: Circle of the Moon   Your bestial forms tap into their primal connection when healed, swelling with healing power before letting the excess energy crash onto your foes. You gain the following benefits:
  • When you use a bonus action to expend spell slots to heal yourself through your Combat Wild Shape, increase the healing done by 1d8 per spell level
  • Healing from this ability in excess of your maximum hit points becomes temporary hit points.
  • Additionally, you empower your next attack made with a natural weapon to deal an extra 1d6 primal damage per level of spell slot expended to a maximum of 3d6.
Pool
Prerequisite: Circle of the Shepherd   You will never let your flock stray too far from your protection. You gain the following benefits:
  • Druid spells you cast that would restore hit points can be cast through your Spirit Totem or any creatures you summon.
  • If you cast such a spell through your spirit totem, you can target any creature within the radius of the spirit totem's aura regardless of the stated range of the spell.
  • If you cast such a spell through a summoned creature, you can increase the healing done by your proficiency modifier.
Cistern
Prerequisite: Circle of the Land   You tap into the natural healing power of the subterranean aquifers that run beneath all manner of terrain. You gain the following benefit:
  • You gain a second list of Circle spells (Cistern) when you take this feat. These spells follow the same rules as all other circle spells and are as follows:
  • 3rd Lesser Restoration, Healing Spirit
    5th Mass Healing Word, Life Transference
    7th Death Ward, Polymorph
    9th Raise Dead, Mass Cure Wounds
Rain
Prerequisite: Circle of the Storm   You call the lightning. Your allies ride the lightning. You gain the following benefits:
  • When you hard cast a spell of first level or higher that would deal thunder or lightning damage, you can shoot a minor bolt of lightning as a bonus action at another allied creature within 30ft of you, healing them for 1d6.
  • One per long rest, when you cast a spell of first level or higher that would deal thunder or lightning damage, you can halve the damage done by that spell this turn (rounded down). Allies that would be damaged by the spell this turn instead heal for the amount they would be damaged for.
Waterfall
Prerequisite: Circle of the Spires   You guide your companions to victory, signaling which enemies to strike. You gain the following benefits:
  • You gain proficiency in Medicine. You then gain expertise in Medicine.
  • When you hit an enemy with a weapon attack made with a martial or natural weapon, you can mark that enemy with arcane energy until the end of your next turn. Natural or martial weapon attacks you or allied creatures make on enemies marked in this way restore hit points to the attacking creature equal to your Constitution modifier (minimum of 1). Full elves can add your proficiency modifier to the amount healed as well. Each allied creature can only be healed in this way once per turn, and only one enemy can be marked at a time.
Cloud
Prerequisite: Circle of the Dreams   Your bond with the fey allows you to temporarily grant allies their natural defenses. You gain the following benefits:
  • Your Balm of the Summer Court ability grants an additional amount of temporary hit points equal to your Wisdom modifier (minimum of 1).
  • Additionally, you can end one of the following conditions on the target of Balm of the Summer Court: poisoned, charmed, frightened, blinded, or deafened.
Ice
Prerequisite: Druid Class   Even water must know when to stand firm. You gain the following benefits:
  • Increase your Constitution score by 1.
  • Once per turn, when you receive healing from any source, you gain additional temporary hit points equal to your Constitution Modifier (minimum of 1) until the end of combat. These temporary hit points can stack only with the temporary hit points provided by this feat and you can only gain these temporary hit points while in combat.
Water
Prerequisite: Druid Class   As the water brings life to nature, you bring life to your allies. You gain the following benefits:
  • Increase your Wisdom score by 1.
  • Druid spells of first level or higher you cast that restore hit points also grant temporary hit points equal to your wisdom modifier (minimum of 1) to all creatures healed by the spell. Each creature can receive these temporary hit points once per spell.
Mist
Prerequisite: Druid Class   You embody water in its most free form. You gain the following benefits:
  • Increase your Dexterity score by 1.
  • Immediately before or after you cast a druid spell that would restore hit points, you can use your reaction to move 20 feet without provoking opportunity attacks.

Comments

Please Login in order to comment!