Druid
Base Class: Druid

Druids who are attracted to the sea and all the magnificent power it holds might join the Circle of the Seafarer. Meeting at island coves the world over, druids of this Circle exchange knowledge of all they have seen on or under the waves. This gains them advantage on all diplomacy rolls when dealing with seapeople or creatures, and better bargaining power in seaside towns when buying or selling sea-based things. Their knowledge under and over the sea surpasses even that of sailors, and makes them high-in-demand guides for oceanic adventures. They have proficiency in Wisdom.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Innate Growth

Starting at 2nd level, you can regain health by standing in fresh or salt water for a short period of time. This gain is equal to 1d4 per 2 minutes spent in the water, to a max of no more than 8 hit points per long rest. This increases at 4th, 8th, 12th, and 16th levels to 2d4, 3d4, 4d4, and 5d4 hit points respectively, with max hit point total gains increasing equally. You cannot gain temporary hit points or go over your current max hit point total using this ability.

 

Level       Dice            Description

2              1d4             Roll 1d4 for every 2 minutes spent in salt water, to a max of 12 hit points regained per long rest.
4              2d4             Roll 2d4 for every 2 minutes spent in salt water, to a max of 24 hit points regained per long rest.
8              3d4             Roll 3d4 for every 2 minutes spent in salt water, to a max of 36 hit points regained per long rest.
12            4d4            Roll 4d4 for every 2 minutes spent in salt water, to a max of 48 hit points regained per long rest.
16            5d4            Roll 5d4 for every 2 minutes spent in salt water, to a max of 60 hit points regained per long rest.

Seafaring Magics

Upon entering the Order of the Seafarer, you gain access to additional spells that aid you in your quest to learn more about the ocean and all that is below it. Once you gain access to the circle spell you always have it prepared, and it does not count against the number of spells you can prepare each day. 

DRUID LEVEL SPELLS

3rd

gust of wind, heat metal

5th

call lightning, water breathing

7th

control water, polymorph

9th

awaken, commune with nature 

Swimmers Lungs

You've spent so much time in the sea that at 7th level you increase your swim speed, and double the length of time you can stay underwater.

Depth Perception

So much time spent underwater has altered your eyesight, increasing just what you can see at depth in the sea at 10th level.

Storm Master

You've spent a vast majority of your life at sea, affording you the knowledge and ability to not only predict when storms will hit, but to create one yourself. At 15th level, you can create a Storm of Vengeance, useful for protection against pirates and other attackers from the sea and land.

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