Druid
Base Class: Druid

As a Nile Druid you get the ability to heal others when you harm others, and harm others when you heal others. This lets you be a versatile all around threat. You can use your wild shapes as normal or use them to get special abilities.

The Flow Of Life And Death

You can do this 6 times, regain 3 uses on a short rest, regain 6 uses on a long rest

When you damage 1 or more enemies, heal 1d6 damage from every ally within 25ft

When you heal 1 or more allies, deal 1d6 damage to every enemy within 25ft

Damage scales based on level:

5: 2d6

9: 3d6

14: 4d6

18: 5d6

Swarm Of The Nile

Spend a bonus action 1/long rest to summon a swarm of diseased locusts

You can spend your bonus action to move the swarm 20ft in any direction (you can immediately move the swarm 10ft once you summon it)

Any creature in the swarm takes 4d4 piercing damage and on a failed Con saving throw vs your Nature check, the enemy is poisoned until the swarm dissipates or until a spell is cast that removes the effect.

The swarm is active for 1 minute.

 

Damage increases by level

5: 6d4

10: 8d4

14: 10d4

Form Of The Niles Will

1/day    20 minutes      Bonus action transform into your form of vengeance or guardian

 

Guardian Of The Nile: +3 to the following skills

Animal handling, arcana, history, insight, perception, performance, survival, medicine, nature 

as well as +3 to wisdom checks/saving throws

You also can breathe water as well as air, and all your healing abilities heal an additional 1d10

 

Fury Of The Nile: +3 to the following skills
Acrobatics, athletics, deception, intimidation, persuasion, sleight of hand, stealth
as well as +3 to all strength charisma and constitution checks/saving throws

You are also immune to fire and cold damage, you are also immune to being conned (you can detect if someone is lying or scamming you)

every time you do damage deal an additional 1d10 cold (bypasses immunity but not resistance)

Floodtide Offering

1/day Action 6 minutes or a break of concentration

Water jets up from the ground--flooding the lands. (Range=200ft) Heavy rain is falling. (all creatures lose resistance and immunity to cold damage during this)

There is water 20 ft above the ground due to the ground flooding. The land is difficult terrain for all creatures without a swimming speed (including your allies). You gain 100 temp HP and gain the following abilities

Water Spout: you are floating 20ft above the water on a spout of water. Your movement speed is 40ft as the spout moves with you. 

You can breathe water and gain a 50ft swimming speed

all of your melee and range attacks gain an extra 1d8 cold damage.

+2 to all concentration checks

Wave: (action recharge 2 5 and 6) you summon a 10ft wave that moves 30ft across the water before it stops, any enemy creature in contact with the wave takes 4d6 cold damage

Thunder: (bonus action recharge 2 and 5) 2 lightning bolts target the water, electrifying the water in a 40ft radius, any creature (including allies) that starts its turn there takes 2d10 cold damage

Merrow: (action recharge 3) summon 3 merrow in the center of the flood (doesn't attack allies)

Whirlpool: (bonus action recharge 1 on a d13) summon a  30ft wide whirlpool on the center of the flood, on a failed DC 21 strength saving throw, the creature is sucked in the whirlpool (including allies) DC 24 Strength check vs Wis check+3 the enemy escapes. Bonus action close the whirlpool. All enemies in the whirlpool take 5d6 bludgeoning damage and 3d8 cold damage as the water collapses in (doesn't effect allies)

 

once over the flood water slowly sinks back into the ground, water spout slowly declines.

Level 3: Circle of the Nile Spells

You gain the following spells permanently prepared

1 bless, ray of sickness

2 warding bond, hex

5 create food and water, bestow curse

6 remove curse, fear

9 dispel evil and good, cloudkill

10 raise dead, synaptic static

 

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