Druid
Base Class: Druid

Druids of the Circle of the Tide are familiar with the relentless yet constant flow of the ocean, and those that call it their home, and vow to protect and speak for it and it’s denizens, even where they may not be able to speak for themselves. Those that take up the call of this circle grow ever stronger connections with the sea and can feel the strength of its waves crash and recede, lending them its power to weather even the mightiest storm.

Additional Spell list

Your tie to the ocean and is strength has granted you access to an additional spell list. Spells on this list that are not a part of the Druid class are counted as such, do not count against number of spells known, and are always prepared. 

Druid level

Spells gained

2nd

Arms of Hadar, ensnaring strike

3rd

Blur, Web

5th

Gaseous Form, Thunder Step

7th

Black Tentacles, Storm Sphere

9th

Destructive Wave, Steel Wind Strike

 

Circle Forms

Starting at 2nd level you have improved your knowledge of sea and water based creatures. You ignore the swim speed restraint on the wild shape table and can transform into creatures with a swim speed as high as 1/2. This CR boost only applies to creatures with a swim speed.

From the Depths

Starting at 3rd level you can wild shape into creatures equal to 1/6 of your Druid level that have a swim speed rounded down, otherwise refer to the wild shape table for rules on wild shape. Also you have learned to retain slight features while and after transformation. Creatures you shape into that cannot breathe air can and after you change back from a creature that can breathe water you retain water breathing for up to an hour after reverting.

Ebb and Flow

Starting at 6th level your bond with the tide and it’s constant yet regular change grows and you too learn to mimic its cycle. Your wild shape still requires an action to initially transform, but as a bonus action you can revert from your wild shape into yourself. As long as your wild shape has not run out of time or hit points you can use your bonus action to freely shift between your wild shape and normal form. Whenever you use your bonus action to wild shape back into your previous creature form you may choose to gain 1d8 temporary hit points. These temporary hit points only apply while you are wild shaped. You can transform and revert as many times as you’d like within your wild shape time limit ,so long as you have wild shape hit points, but you can only gain temporary hit points a number of times equal to your wisdom modifier (minimum of 1).

Tidal Surge

Starting at 10th level you have learned to imbue your attacks with the force of the ocean. Whenever you make the attack action you may empower your blow with the strength of a crashing wave. Your weapon or unarmed strikes count as magical and deal an extra 2d6 force damage until the start of your next turn, and creatures hit by it must make a strength save equal to your spell save dc or be pushed up to 10 feet from you. You may do this a number of times equal to your wisdom modifier (minimum of 1).

Kraken’s Fury

Starting at 14th level your bond with the creatures of the deep lends you strength. As a bonus action you can expend a use of your wild shape to gain the benefits of such creatures without transforming. These benefits last for the duration of your wild shape and are listed below.

 

Crab’s Shell

You gain a +2 to your armor class, 15 temporary hit points, and advantage on constitution saving throws

 

Mantis’ Strike

You gain an additional 1d8 damage on physical attack rolls as well as advantage on strength saving throws

 

Marlin’s Speed

You gain +10 on your movement speed and advantage on dexterity saving throws

 

Kraken’s Tentacles

You gain advantage on strength checks and the ability to automatically grapple a creature that you hit with an attack as a bonus action

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