Circle of Everlasting Life
Druids of the Circle of Everlasting Life have come to the understanding that though all mortal bodies expire, the soul remains and is born anew somewhere else on the material plane. These druids have an innate connection with the natural life and death cycles of entire ecosystems and can even bend these forces slightly if it serves the greater good. Having a greater insight into death than most other people, druids of this order tend to have much less fear into their and others eventual demise, often able to sense when the moment of passing is near. Others might assume this might mold a person into a morbid individual, but most who pledge themselves to this circle do not see it that way; instead they often find a sense of peace knowing all lives lost will eventually begin anew. That being said, these druids do not stand idly by waiting to pass on, they often adopt a task or goal and do not plan on leaving this mortal coil until its completed, going so far as to, extending their or other’s natural lives to ensure of it.
Circle of Everlasting Life Features
| Druid Level | Features |
|---|---|
| 2nd | Circle Spells, Touch of the Departed |
| 6th | Aspect of Mortality |
| 10th | Everlasting Life |
| 14th | Touch of Life and Death |
Circle Spells
You have a spiritual connection to the aspects of both life and death. Your link with these aspects of nature grants you access to certain spells. At 2nd level, you learn 1 cleric cantrip of your choice.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Everlasting Life Spells table. Once you gain access to one of these spells, 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.
Circle of Everlasting Life Spells
| Druid Level | Spell |
|---|---|
| 3rd | Gentle Repose, Prayer of Healing |
| 5th | Revivify, Vampire Touch |
| 7th | Aura of Life, Death Ward |
| 9th | Enervation, Raise Dead |
Touch of the departed
Beginning at 2nd level when a creature within 30 feet of you is reduced to 0 hit points or killed outright, as a reaction you can choose a single creature within 30 feet and either:
- Have them recover hit points equal to half your druid level and temporary hit points equal to your wisdom modifier.
- Inflict an amount of necrotic damage equal to half your druid level plus your wisdom modifier to them.
You can use this ability a number of times equal to your wisdom modifier and all expended uses are recovered on a short or long rest.
Aspect of Mortality
When you reach 6th level, while transformed in your wild shape form you are resistant to radiant and necrotic damage. Additionally if you are knocked out of wild shape you can choose to have everyone within 5 feet of you make a dex save and take 1 d6 necrotic damage for every six levels you have in druid on a failure or half as much on a success, or choose a number of creatures equal to your wisdom modifier within 60 feet of you to regain 1d6 for every six levels in druid you have.
Everlasting Soul
When you reach 10th level, once per long rest, you can cast the reincarnate spell as an action, even if you do not know it or have it prepared and without requiring material components; if you do have the spell prepared you do not expend the spell slot used to cast it. You can use this ability on yourself when you drop to 0 hit points, when you do so the casting time is a reaction instead of an action. When you use this ability on a creature, you can not use it again on the same creature for 2 d6 minus the creatures constitution modifier amount of days.
Additionally for all healing and revival spells that require material components the costs are halved for you.
Touch of Life or Death
At 14th level, once per turn when you make a melee attack you can add an extra amount of radiant or necrotic damage equal to 1 d10 plus your wisdom modifier. If you are in Wild Shape form the target must make a constitution save or have their walking, flying, burrowing, and swimming speeds reduced by half on a failed save or reduced by 5 feet on a successful save when you inflict necrotic damage. If you inflict radiant damage, you and a number of others, that you can see, equal to your wisdom modifier regain hit points equal to your wisdom modifier and advantage on all death saves made in the next minute.