Base Class: Druid
Druids that find their strength in the ocean's waves and the creatures that inhabit them belong to the Circle of the Sea.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Aquatic Lungs
When you choose this subclass, you are able to breathe and talk underwater
Natural 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.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land 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 land where you became a druid.
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.
Circle of the Sea:
| Druid Level | Spells |
|---|---|
|
3rd |
control water, create or destroy water |
|
5th |
wall of water, tidal wave |
|
7th |
water ward, ice storm |
|
9th |
commune with nature, conjure elemental |
Expert Swimmer
When you choose this subclass, your speed is not halved while in water, in fact, your speed is increased by 10ft. In addition, you have advantage on strength and dexterity saving throws while swimming and your weapon attacks do not have disadvantage while fighting underwater.
Friend of the Sea
You have developed an affinity for communicating with creatures of the sea. You are able to telepathically communicate with any sea creature within 60ft. of you as long as you are underwater. As an action, you can make a persuasion check to persuade a creature to fight by your side or complete a task. The DC is up to the DM.
Healing Waters
Starting at level 14 you gain the ability to use an action to infuse all sources of water within 60’ with healing energy for 1 minute. Whenever you or an ally start a turn in one of these sources of water you regain hit points equal to your Wisdom modifier. (Minimum of 1) This effects continues to happen even if you go unconscious. You regain the ability to use this after a short or long rest.
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