Level 2: Blessing of the Spring

Spring’s Embrace

Activation: Use a Wild Shape charge. Effect Radius: 10-foot radius centered on you. Duration: 1 minute. Creatures regain hit points equal to your Wisdom modifier (minimum 1) at the start of their turn if they are within the radius. The effect ends early if you lose concentration (as if concentrating on a spell).

Purifying Waters

You gain purify food and drink and create water as always-prepared spells.

When you cast a healing spell (e.g., Cure Wounds, Healing Word), you can remove one condition from the target (poisoned, blinded, or deafened). This adds utility to your healing, making it invaluable in fights against condition-heavy enemies like poisoners or spellcasters.

Level 6: Rippling Flow

Healing Ripple

When you heal any creature with a spell or ability, you can choose a secondary target within 10 feet.

The secondary target regains hit points equal to half the original healing (rounded down). This applies to healing from Cure Wounds, Healing Word, Spring’s Embrace, or similar effects. (May only choose one creature per spell cast, may choose an additional creature for a 3rd level spell, 6th level spell, 9th level spell)

Slippery Surface

As an action, you transform a 15-foot-radius area centered on you into slippery, wet terrain. The area becomes difficult terrain for enemies only (allies move freely).

Enemies who start their turn in or enter the area must make a Dexterity saving throw (DC = your spell save DC) or fall prone.

Duration: 1 minute, once per short rest.

Level 10: Well of Serenity

Fountain of Vitality

Use an action to summon a fountain at a point within 30 feet. Effect Radius: 20 feet around the fountain. Effects: Creatures within the radius have advantage on saving throws against spells and magical effects. Any healing received within the area is maximized (e.g., a Healing Word that would restore 2d4+3 HP restores 11 HP instead). Duration: 1 minute, once per long rest.

Reflective Waters

You gain divination and scrying as always-prepared spells. Once per long rest you may cast these spells without expending material components or spell slots. (You must still have material components)

Level 14: Torrent of Renewal

Overflowing Spring

Use an action to unleash a torrent of water in a 30-foot cone. Enemies in the cone must make a Strength saving throw (DC = your spell save DC). On a failed save: Take 6d8 bludgeoning damage, are pushed 15 feet back, and are knocked prone. On a successful save: Take half damage and are not pushed or knocked prone.

Eternal Wellspring

Once per long rest. Reaction When a creature within 30 feet of you is reduced to 0 hit points but not killed outright. that creature may roll 1/2 their hit dice, and regain that many hitpoints.