Circle of Life

Druids of this circle wield positive energy to heal the living and purify the land.

The glade filled with a sudden burst of sunlight and the great chieftain’s ragged breathing smoothed and calmed.

Some say life is the first circle, the prime circle, the birthright of all druids, but few still practice all its tenets. Druids in this circle draw on positive energy to achieve their goals, granting them remarkable healing powers and the ability to restore the land.

These druids, though few in number, are the ones most likely to be seen in villages and on the edge of settlements, rather than tucked away in the deep forest.

Life Energy Recovery

From 2nd level onwards, you can recover used spell slots once per day when you finish a short rest. The spell slots can have a combined level equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.

Circle Spells

Your mystical connection to the power of life infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to life and living things.

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 isn’t on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Life Bonus Spells
Druid Level Spells
3rd lesser restoration, healing word
5th beacon of hope, revivify
7th death ward, mass healing word
9th mass cure wounds, raise dead

Cleanse the Blight

Starting at 6th level, you can disrupt the strength of creatures animated by negative energy and bolster your allies against harmful conditions. A number of times per day equal to half your druid level, rounded up, you can use one of the following effects as a reaction:

  • When an undead creature within 30 feet attacks a target other than you, you may impose disadvantage on the attack roll.
  • You grant an ally within 30 feet advantage on saving throws against one of the following conditions: frightened, paralyzed, or poisoned.

New Life, New Growth

At 10th level, you can cause new growth and life to appear in wastelands, ruins, deserts and other dead areas. Once per day, you can conduct a ritual which takes one hour. Plants and fungi suited to the environment push out of the ground and natural wildlife magically appear in a cone originating from you with a length equal to 10 feet per druid level. The effect normally persists for a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

Cradle of Life

At 14th level, you can draw positive energy from the very earth itself. You conduct a ritual which takes 1 hour to complete. Once the ritual is complete, you cannot use this feature again until you finish a long rest. The results are as the hallow spell except for the following:

  • The courage and everlasting rest effects are both automatically present, ? You can choose another effect as given in the spell description, ? The effect’s duration is a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.


Section 15: Copyright Notice

ENWorld EN5IDER: Archetype Anthology Copyright 2021, EN Publishing

This is not the complete section 15 entry - see the full license for this page