Druid
Base Class: Druid

The Tidecallers are made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. Druids of the Circle of Tides commune with the spirits of the ocean to learn its mystic nature, and harness the crushing power of the sea. The vastness of the open waters call these druids to spend much of their lives at sea, voyaging across the world on a great adventure. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the Ocean where you were initiated into the circle's mysterious rites. Water is the essential ingredient for life. Without water, there can be no life. The ocean holds many lifeforms which must be protected and thus, the Tidecaller Druids seek to safeguard the oceans from anyone who wishes to harm it or the lives in it. These druids patrol the coasts, the open sea and even in the crushing depths of the ocean in order to safeguard it.

Call of the Waves

At 2nd level, you gain proficiency in the Aquan language if you aren't proficient in it. Furthermore, any water dwelling creatures can understand your words and you can understand them even if they don't cannot speak any language. You can breathe underwater just as you would on air. You also gain darkvision of up to 120 ft in the dark as if it is clear, and 60 ft further as if its dim light. You can't discern colors in the dark. You also gain a swimming speed equal to your speed. While this is effect is active, you gain gills that will enable you to breathe underwater, eyes that resembles fisheyes and scales and fins. You can also choose what aquatic organs to develop in order for this effect to take place

Tidal Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

Also at 2nd level, you gain the ability to wildshape into anything with a swimming speed. You ignore the swimming speed restriction however you must still follow the CR requirements. Further restriction for the aquatic wildshape is that your wildshape form must be able to fit into the space where you choose to wildshape and you must be underwater, or half submerged if the form you choose cannot breathe above water. For example, you cannot wildshape into a whale in the desert, but you are able to wildshape into a crab in the desert

Circle of the Ocean

Your mystical connection to the Ocean infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the ocean.

Once you gain access to a circle 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.

Ocean
Druid Level Spells

3rd

Cure Wounds, Fog Cloud, Misty Step

5th

Gust of Wind, Lightning Bolt, Water Walk

7th

[Tooltip Not Found], Control Water, Freedom of Movement

9th

[Tooltip Not Found], Greater Restoration, Teleportation Circle

 

The Sea is my Home

At 6th level, you’ve developed an impressive expertise in mastering ocean magic. You will always know where north is while you are on or in the ocean. You and your party cannot get lost while this is in effect unless by magical means. You can navigate through fog, stormy seas easily with no rough terrain penalty. You may also choose one of the following benefits:

TRITON ARMOR

When you cast a druid spell of 1st-level or higher, you store some of its magic to protect yourself, gaining temporary hit points equal to twice the level of the spell, or three times the spell’s level if the spell is one of your circle spell. Instead of gaining these temporary hit points yourself, you can use your reaction to grant them to a creature within 30 feet.

ENERGY RETENTION

When you expend a spell slot of 2nd-level or higher to cast a druid spell from your circle, you regain one expended spell slot. The regained spell slot must be of a level no more than half the level of the expended spell slot.

WAVE MAGIC

When you deal damage with a druid spell from your circle, you deal additional damage equal to your Wisdom modifier on the first damage roll for that spell.

Giver of Life

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. You can also channel the mystic properties of the water flowing through living things. Whenever you cast a spell that restores hit points to a creature that isn’t a construct or undead, if you can touch that creature it regains 2d10 + your Wisdom modifier additional hit points. Whenever you finish a long rest rest you and all creatures who shared the rest with you, gain a number of temporary hit points equal to your druid level + double your wisdom modifier. These hit points last until you lose them or until you finish another long rest.

Guardian of the Ocean

When you reach 14th level, when you roll dice to determine the damage of a spell which does area-of-effect damage (circle, cone, cube, cylinder, line, sphere, or square), your damage dice explode. This means that you can reroll any dice that have the maximum result and add them to the total. For example, if you cast a fireball and roll three 6s among your damage dice, you roll an additional 3d6, and continue to reroll any 6s adding them to the total damage dealt. 

You can also summon forth the terrible wrath of the sea. You unleash a crushing wave of water in a 100 foot cone from a point you choose within 60 feet. All Huge or smaller creatures in the wave must make a Strength saving throw against your spell save DC. On a failure, the creature takes 10d10 bludgeoning damage and is pushed 200 feet away from the wave’s origin and forced prone. A creature that succeeds takes half damage, is pushed only 100 feet, and not forced prone.

The wave extinguishes all flames in the area and leaves behind shallow pools of water. The wave also carries with it some sea life, which the Gm chooses or rolls for on the table below. The creatures appear in any part of the area affected by the wave, and act according to their nature.

Once you use this feature, you must finish a long rest before you can do so again.

d8 Sea Creatures
1-3 10-100 Small fish, crabs, and jellyfish
4 2d10 quippers
5 2d4 octopuses + 1d4 giant seahorses
6 1d8 giant crabs
7 1d6 giant octopuses
8 1 huge shark + 1d4 medium Sharks
Tidecaller Image

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