Circle of Bountiful Harvest

Druid Circle

While many druids keep away from towns and villages, there are some that embrace civilizations and seek out ways for the natural world and mankind to peacefully coexist. These druids of the Circle of Bountiful Harvest focus on things like crop production, domestication of animals, and treating diseases and blights.

Nature’s Bounty

When you choose this circle at 2nd level you can cast the Goodberry spell without expending a spell slot. Once you use this ability you cannot use it again until you have completed a long rest. In addition, you always have the Goodberry spell prepared and it does not count against the number of spells you can prepare.

Domesticate

At 2nd level, you can use your innate connection with beasts to bend them to your will. As an action, you may spend one use of your Wild Shape ability and choose one beast within 10 feet of you. If the target can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the end of your next turn. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as it remains within 30 feet of you. You can use this telepathic link to issue commands to the creature as a bonus action on your turn, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves its life to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw. If the beast is ever more than 30 feet away from you, the effect immediately ends. Once the effect ends, or if the beast succeeds on its initial saving throw against this effect, you can’t use this feature on that beast again until you finish a long rest.

Community Spells

Your connection to the land and civilization grants you the ability to cast a number of additional spells. At 3rd, 5th, 7th, and 9th level you gain access to spells that assist in the harvest of crops and the health of community. Once you gain access to a community 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 doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Spells
3rd find steed, lesser restoration
5th aura of vitality, plant growth
7th aura of purity, control water
9th mass cure wounds, raise dead

Healing Touch

Starting at 6th level, whenever you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to the spell level.

Eternal Spring

Starting at 10th level, you and any friendly creature within 30 feet of you are immune to the effects of extreme weather and have resistance to cold and fire damage.

Shift Weather

Starting at 14th level, you gain the ability to exert a small amount of control over the local weather conditions. You must spend an hour meditating over burning incense, at the end of which you may alter one of the current weather conditions. Find a current condition on the following tables and change its stage by one, up or down. When changing the winds you can change its direction. This change remains as long as you concentrate, for up to four hours, after which the weather gradually returns to normal.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

“Sometimes nature needs a helping hand.”

- Seamus the Bard