Druid: Circle of Medicine

by kingstarman

Search GM Binder Visit User Profile

Circle of Medicine

Druids who follow the path of the Circle of Medicine are revered as the healers and guardians of the natural world. Drawing inspiration from ancient texts and the intricate web of life, they have delved into the secrets of botanical medicine, acupuncture, and pill refinement to mend the wounded, bolster allies, and cripple their foes when necessary.

Circle Spells

The Circle of Medicine grants access to an expanded spell list, which are always prepared for you, and do not count towards the maximum number of prepared spells you can have at any given time.

Druid level Spell
3rd aid, enhance ability
5th beacon of hope, revivify
7th death ward, stoneskin
9th mass cure wounds, modify memory

Acupuncturist

When you choose this subclass at 2nd level, you gain proficiency in the Medicine skill as well as proficiency with both the Herbalism Kit and Acupuncture Kit. You can also treat your Acupuncture Needles as darts you have proficiency with.

  • When you hit a creature with an Acupuncture Needle, you can impose one of the following effects on the target: The target must succeed a Constitution saving throw against your spell save DC or be blinded, deafened, or slowed (its speed is reduced by half) until the end of its next turn.
  • The target suffers none of the weapon attack's normal effects, it gains temporary hit points equal to the weapon attack's damage roll, and it gains a +1d4 bonus to the next damage roll it makes before the end of its next turn.

Doctor's Aura

Also at 2nd level, you learn to project an aura that can read the vitals of others.

As an action, you can expend a use of your Wild Shape feature to project a Doctor's Aura in a 15-foot radius. This aura lasts for up to 1 minute and grants the following benefits;

  • You have advantage Medicine ability checks when you are attempting to stabilise a creature or determine a condition a creature is suffering from within your arua.
  • You know the location of any creature within your aura suffering from a curse, disease, or poison.
  • You can use your bonus action to cause a creature of your choice within the aura (excluding yourself) to regain hit points equal to 1d4 + your Wisdom modifier.

Brazier of Pill Refinement

At 6th level, as an action, you can expend a use of your Wild Shape feature to transform into a brazier that burns with rejuvenating flames. While in this form, you can perform Pill Refinement, crafting a number of magical pills equal to your proficiency bonus. Each pill is imbued with different properties based on the ingredients you use during the refinement process. You can choose from the following types of pills:

Healing Pill: This pill restores hit points equal to 2d6 + your Wisdom modifier when ingested or administered to a creature as an action. The target also gains temporary hit points equal to your Druid level.

Vitality Pill: This pill grants the target advantage on saving throws against being frightened, charmed, or paralyzed for 1 minute.

Resilience Pill: This pill grants the target resistance to one type of damage of your choice (excluding bludgeoning, piercing, and slashing) for 1 hour.

Focus Pill: This pill grants the target advantage on Intelligence, Wisdom, and Charisma ability checks for 1 minute.

Each pill takes 10 minutes to form and remains potent for 24 hours after the refinement process, after which its effects fade.

Meridian Mastery

At 10th level, you have mastered the art of meridian manipulation. As a bonus action, you can touch a willing creature and stimulate their meridians, granting them advantage on their next saving throw.

Additionally, you can use your Acupuncture Needles to deliver any spell or effect with a range of touch.

Aura of Vitality

At 14th level, your healing aura becomes even more potent. Your Doctor's Aura feature now extends to a 30-foot radius.

Additionally, creatures within the aura have advantage on death saving throws and regain hit points equal to your Wisdom modifier at the start of their turn if they have less than half of their maximum hit points remaining.

Acupuncture Kit

An acupuncture kit is a specialized set of tools used by skilled practitioners to perform acupuncture, a technique that involves the insertion of fine needles into specific points on a creature's body to promote healing and balance energy.

Components: An acupuncture kit typically includes the following components:

Acupuncture Needles: A set of fine, slender needles made from metal or other materials, designed for precise insertion into the skin.

Acupuncture Chart: A detailed chart or scroll that displays the various meridians and pressure points on a creature's body, guiding the practitioner during the procedure.

Sterilization Tools: Items such as alcohol swabs or small containers for sanitizing the needles before and after use, ensuring a clean and safe procedure.

Bandages: Small strips of cloth or adhesive bandages to cover and secure the inserted needles in place during treatment.

Acupuncture Manual: A manual or guidebook that provides instructions on different acupuncture techniques, pressure points, and their corresponding effects.

Pouch or Case: A compact and portable pouch or case to store all the components neatly and securely.

Use: During gameplay, a character with proficiency in an acupuncture kit can use it to aid creatures suffering from physical debilitations and help restfulness.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.