Base Class: Druid
as organized cities encroached on wild land, druids had to get creative on how to maintain the natural world. one such outlet was the creation of a circle that maintained the safe disposal of city pollutants, removing harm from the natural world before it was ever touched.
Fluid form
at second level, your proximity to sewage has altered your magic. as an action, you can expend a use of your wild shape to assume a fluid form. instead of transforming into a beast form, you gain the following benefits:
- you gain an immunity to nonmagical bludgeoning damage
- you can move through a space as narrow as one inch wide without squeezing
- you gain your choice of a climbing speed or a swimming speed equal to your walking speed .
these benefits last 10 minutes, after which you resume your physical form.
Circle Spells
when you reach this level, you gai acess to the primary spells used by your circle for the protection and upkeep of the sewers. 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sewers.
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.
Sewer
| Druid Level | Spells |
|---|---|
|
3rd |
darkness, acid splash |
|
5th |
water walk, stinking cloud |
|
7th |
freedom of movement, locate creature |
|
9th |
insect plague, scrying |
Extract Pollutants
through practice, you have gained sufficient knowledge on how to extract and purify polluted organisms and environments. at 6th level as a bonus action, while you are in fluid form, you can touch a creature that is being affected by one or more of the following ailments: blindness, deafness, paralysis, poison, disease, or a curse caused by a bestow curse spell, removing one of them. when you do this, you gain an armor class bonus of +1. you can use this feature a number of times equal to your wisdom modifier, gaining a maximum bonus to your armor class of +5. once you expend all uses of this feature, you cant do so again until after a long rest.
additionally, when you are in stagnant or polluted water while you are in your fluid form, you gain a bonus to your armor class for each minute you spend in that body of water, to a maximum of +5, and the water you are standing in becomes purified.
these benefits to your armor class last until the dismissal of your fluid form, after which your armor class returns to normal.
Collective Runoff
taking from the movements of waterway collection systems, you gain the ability manipulate bodies of water to gracefully escape most hazards. at 10th level, whenever you are in or near a body of water or you cast a spell that utilizes water as part of its effect, you can use a bonus action to grant yourself and up to six willing creatures an additional action on each of their turns. this action can only be used to take the dodge, dash, or disengage actions as water pushes them out of danger. this benefit lasts for 1 minute, after which you cant use this feature again until after a long rest.
additionally, if you use this feature while you are in your fluid form, the benefits of this feature last until your fluid form is dismissed, after which you gain one level of exhaustion and cant use this feature again for 24 hours.
Superfluid
you mastery over the the fluid state has finally granted you an improved fluid form. at 14th level, whenever you activate your fluid form, you gain the following additional benefits:
- you gain an immunity to poison damage and acid damage
- when choosing an additional movement option, you also gain the option to choose a burrowing speed equal to your walking speed
- when choosing an additional movement option, you can choose two options instead of one.
- when you use extract pollutants while in fluid form, you gain a number of temporary hit points equal to 2d10+ your Constitution modifier
- you can stay in fluid form for up to 30 minutes at a time before dismissal.
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