Base Class: Druid
These druids control both the calmness and destruction of the sea.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Steady Flow
When you hit a creature with a cantrip or 1st level spell or higher and deal cold or bludgeoning damage you increase the damage done by your next water damaging spell of 1st level or higher that either deals cold or bludgeoning damage. the damage increase is 1d8 increasing to 2d8 at level 14. This buff lasts for 1 minute and can stack up to 3 times.
Tidal Surge
When you cast a spell of 1st lvl or higher water surrounds your feet carrying you further and faster. You gain +10 in movement speed and can take either the disengage or dash action for free. You can use this ability equal times to your wisdom modifier per long rest.
Sea Stride
Starting at 6th level, you can breathe underwater and in addition you gain swimming speed equal to your normal movement speed if you already have swimming speed increase it instead by 10ft.
Destruction of the Sea
When damaging a creature with a water damaging spell the minimum you can roll on damage dice is equal to your wisdom modifier. In addition when you force a creature to move with a spell or ability you can force it to move an extra 5ft.
Crushing Wave
As an action you can transform yourself into a giant 30ft tall, 30ft long and 10ft thick wave travelling 20ft infront of you at an incredible speed crashing down on your enemies and objects in the way. Enemies that get hit by the wave must make a dexterity saving throw against your spell save DC and take your druid lvlx5 in bludgeoning damage or half on a success. On a failure a large or smaller creature is also pushed 10ft and knocked prone. This ability can benefit from your Steady flow and Destruction of the Sea abilities. Once you have used this ability you cannot use it until you have had a long rest.
Previous Versions
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10/3/2020 9:09:43 AM
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Coming Soon
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