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Druid

Subclass • WC5E

Restoration Druid

Druids on the Path of Restoration seeks to undo the many injuries that are dealt to the world and its people. They are strong hearted and loving individuals, less prone to fits of anger and more willing to seek common ground.

Restoration Druid Class Features

As a Restoration Druid, you gain the following class features when you reach the specified Druid levels.

Level 3: Rejuvenation

When you choose this path at 2nd level, you gain the blessings of Elune, making you a font of energy that offers respite from injuries. You have a pool of energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature that you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die. You regain all expended dice when you finish a long rest.

Level 6: Ironbark

Beginning at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Level 10: Tranquility

Starting at 10th level, you are able to draw on the tranquil nature around you to sooth your allies. As an action, you evoke the tranquility and gain a pool of healing energy that can restore hit points equal to five times your druid level. Maintaining tranquility requires your concentration, lasts up to 1 minute, and while you are concentrating on it your movement speed is halved. While active, you can use a bonus action to choose any number of creatures within 30 feet of you and divide a number of hit points from your pool among them, to a maximum number of hit points equals your druid level. Once you use this feature, you can’t use it again until you finish a long rest.

Level 14: Cenarion Ward

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Level 20: Incarnation: Tree Of Life

At 20th level, you can draw strength from the world trees of Azeroth, enlarging your treant shape to equal an ancient as you take on the tranquil shape of a tree of life. You can use your action to assume your treant shape and incarnate to a tree of life. For 1 minute, you gain the following benefits.

  • At the start of each of your turns, you gain 10 temporary hit points. When incarnate ends, you lose any remaining temporary hit points.
  • Your size becomes Large, unless you were larger.
  • When you cast a spell that restores hit points to a target, another creature of your choice within 30 feet of it is regains hit points equal to half the amount restored.

The incarnation persists beyond the shapeshift, but has no effect outside of your treant shape. Once you use this feature, you can’t use it again until you finish a long rest.