Base Class: Druid
Druids of the Circle of The Flood are few and far between. There are not many druids who can grasp the concept of a flood bringing life to the land but, in it's own way, it does. Druids of this circle tend to be heavy believers in water healing the land. in their eyes, a flood washes away the bad, and replaces it with silt and minerals, essential for plant life to flourish. They also tend to believe in the longevity and power of water. A river will far outlast a tree, or a fox and, given time, the smallest stream can wear away mountains. Druids that choose this circle learn to use water to suit their needs, be it practical, or destructive.
Those druids who choose to join the Circle of The Flood often bind a part of their very soul to the Elemental Plane of Water in order to access and control their abilities. Others may choose to dedicate their lives to the service of a water-based nature god or goddess to achieve the same effect. in either case, these druids tend to become powerful avatars of one of Nature's most destructive, awe-inspiring, and enigmatic forces.
Aquatic Nature
When you choose this circle at 2nd Level you can breathe underwater and gain a swimming speed of 30ft.
Liquid Form
When you choose this circle at 2nd level, you gain the ability to change your body into a liquid form as an action, spending a wildshape charge to do so. You can choose how you appear in this form, but you must remain vaguely humanoid in shape, the form cannot become larger or smaller than your current size, and the form has the same opacity as water. While in your liquid form, any equipment you are wearing or carrying is absorbed into yourself, you cannot wield weapons, you can cast spells as normal, you retain your normal size and statistics, and gain the following benefits;
- You gain resistance to Bludgeoning, Slashing, and Piercing damage from non-magical sources. You also gain resistance to Fire damage.
- You gain vulnerability to Lightning damage.
- Your AC becomes 12+Your Dexterity Modifier
- Your unarmed strikes deal Cold Damage equal to 1d4+Your Dexterity Modifier+Your Proficiency Bonus
- Your swimming speed is doubled.
- You can fit through gaps as small as one square inch.
- While in Liquid Form, you can use your reaction to halve the damage you take from a single melee or ranged weapon attack.
The amount of time you can spend in Liquid Form is a number of hours equal to half your druid level (rounded down) with a minimum of one. You can choose to end Liquid Form early, and it also ends early if you are reduced to 0hp.
Circle Spells
You have formed a mystical link with the Elemental Plane of Water. Your link with this place grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of The Flood Spells table. Once you gain access to one of these spells, 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 Flood Spells
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Healing Waters
At 6th level, whenever you cast a spell that heals a target, if the recipient of the healing is touching water they receive the maximum amount of healing possible from that spell. Touching water can include being touched by you while you are in Liquid Form.
Flash Flood
At 6th Level, you gain the ability to unleash the power of The Flood in a torrent from yourself. As an action, you cause a sphere of water to form around you and rush out in every direction. Every creature within a 15ft radius Sphere of yourself must make a Strength saving throw equal to your Spell Save DC. On a failure, they take Cold damage equal to 1d8 for each level you have in Druid, and are pushed to the outside of the sphere, becoming prone. On a success, they take half damage and do not move or become prone.
If you are in your Liquid Form when you take this action, you may choose to immediately end your Liquid Form to increase the size of the sphere to 30ft radius and the damage to 2d8 per druid level and give any targets disadvantage on the saving throw.
Once you have used this feature, you cannot do so again until you complete a Long Rest.
Advanced Liquid Form
At 10th Level, when you assume your Liquid Form, you gain the following extra benefits;
- Your size increases to Large if it is not so already.
- Your AC while in Liquid Form becomes 12+Your Dexterity Modifier+Your Constitution Modifier.
- When you assume the Liquid Form, you gain Temporary Hit Points equal to your Druid Level x2, which last until you leave Liquid Form.
- Your Unarmed Strikes while in Liquid Form increase their Damage to 2d4+Your Dexterity Modifier+Your Proficiency Bonus.
- When you are fully submerged in water you are subject to the effects of [Tooltip Not Found] as if it had been cast on you.
- While in your Liquid Form, you can flow around hostile creatures, allowing you to move through their space freely. You can also now occupy another creature's space, encasing the creature within your watery form. Any Karge or smaller sized creature that starts it's turn entirely within your Liquid Form must pass a Constitution saving throw against your Spell Save DC or take 1d12 Cold Damage. However, any creature that starts it's turn entirely within your Liquid Form also gains Advantage on any melee attacks it makes against you as long as it is still within your form. Your Liquid Form counts as difficult terrain for any hostile creature trying to pass through you.
Power of The Flood
At 14th Level, the power of The Flood is evident in you. As an action, you can create a swirling maelstrom of floodwaters around yourself that damages your enemies and heals your allies. When you take this action, any hostile creature within a 30ft radius circle centred on yourself, regardless of if they are in cover, must make a Strength saving throw against your Spell Save DC. On a failure, they are pushed or pulled up to 10ft in any direction and knocked prone. In addition, they take 1d6 Cold Damage and 1d6 Bludgeoning damage for every two levels you have in the Druid Class (rounded down if necessary), as the swirling waters batter them around. On a success, they are not moved or knocked prone and only take half damage.
Once damage has been dealt, roll 1d12 for each per enemy targeted. The total number rolled becomes a pool of Hit Points you can use to immediately heal any creatures of your choice that were also in the circle.
If you use this feature while in your Liquid Form, you can choose to immediately end the Liquid Form to increase the sphere to 40ft radius, and give hostile creatures Disadvantage on their saving throws against the feature. Additionally, the healing granted per enemy targeted becomes the maximum of 12. Using this ability gives you one level of exhaustion.
Once you have used this feature, you cannot do so again until you take a Long Rest.
Previous Versions
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8/16/2020 10:25:58 PM
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8/17/2020 12:05:59 AM
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8/17/2020 7:38:55 AM
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