{"name":"Druid (Circle of the Healer)","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier","armorproficiencies":"Light armour, medium armour, shields (druids will not wear armour or use shields made of metal)","weaponproficiences":"Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears","tools":"Herbalism kit, Medicine Kit","savingthrows":"Intelligence, Wisdom","skills":"choose two from Arcana, Animal Handeling, Insight, Medicine, Nature, Perception, Religion, and Survivals","equipment":"you start with the following equipment in addition to the equipment granted from your background\r\n\r\n(a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus","spellcasting":"Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.","features":"","subclasses":"[b]Circle of the Healer[\/b]\r\n[br]\r\nAs a druid, you have honed the use of natural remedies, and healing magic to aid yourself or others in many situations. \r\n\r\n[b]Natural Remedies[\/b]\r\n[br]\r\nYou can make any medicine check with double proficiency bonus.\r\n\r\n[b]Makeshift Medic[\/b]\r\n[br]\r\nBeginning at 2nd level, you learn extra spells on the chart below in accordance to your druid spellcasting. At 3rd, 5th, 7th, and 9th level you gain access to the following spells.\r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn\u2019t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn\u2019t appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n[b]Circle of the Healer Expanded Spell List[\/b]\r\n[br]\r\nLevel -Spells\r\n[br]\r\n2nd - Cure Wounds - Healing Word\r\n[br]\r\n3rd - Healing Spirit - Prayer of Healing\r\n[br]\r\n5th - Mass Healing Word - Beacon of Hope\r\n[br]\r\n7th - Death Ward - Gradian of Nature\r\n[br]\r\n9th - Mass Cure Wounds - Raise Dead\r\n[br]\r\n\r\n[b]Mindful Medic[\/b]\r\n[br]\r\nBeginning at 6th level, during short rests you can lend your hit dice to an ally. Once per long rest, you can add an aditional 1d8 to an ability that would heal the target.\r\n\r\n[b]Steady Hand[\/b]\r\n[br]\r\nBeginning at 10th level, if using an ability that would heal an ally, you can use your medicine bonus instead of your wisdom modifier.\r\n\r\n[b]Is That A Red Berry Or A Poison Berry[\/b]\r\n[br]\r\nBeginning at 14th level, you can make a medicine check when using a spell that would heal an ally, you can choose to take a -10 to the check, with a DC equal to 10 + Spell Level, If so, the amount of healing is Maxed, otherwise, they gain no health. You can use this feature an amount of times equal to your Wisdom Modifier (Min 1), per long rest. Once per long rest, if a creature fails a death save within 5 feet of you, you can choose to make it a natural 20 instead.","tabledata":"","tags":"","templateId":"25","blockId":"180230","isShared":"on"}