Just trying to get some feedback on this subclass. It has gone through quite a few changes in its time so some parts of it may seem a litte overly complicated? i dunno you tell me haha.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Druids who are a part of the Circle of Tides make it their mission to preserve the natural bodies of water in the world. They reside within deep parts of the ocean or within lakes and rivers, protecting the purity of the world and protecting it from undesirable forces. These druids can sometimes be mistaken for monsters or even spirits that reside within bodies of water, scaring off any creature who comes near it. Sometimes they will even use their magic to completely hide such waters, typical special magical pools. Such pools are also the most common place for meetings between druids of this circle, even though they are few and far between.
Form of the Deep
At 2nd level, you gain the ability to transform yourself into a champion of oceans. As an action, you can expend a use of your Wild Shape feature to transform yourself into a semi aquatic form you see fit. This may make you look like a humanoid fish creature, a spirit shrouded in a misty veil or even have your body become that of a water elemental. No matter the form you choose, you gain the following effects:
Your size becomes large
Your base movement speed increases by 10 feet
Your current hit points and hitpoint maximum increase by 10 + twice your druid level
You have resistance to piercing, bludgeoning, slashing, fire, cold and acid damage
You can make a melee spell attack that has a reach of 10 feet and deals 1d10 + your spell casting ability modifier as bludgeoning damage. This damage increases to 2d10 at 10th level.
You can attempt to move into a creature's space. They must make a strength saving throw against your spell save dc or become restrained. They can remake this saving throw as an action on their turn.
This transformation lasts for 10 minutes, until you dismiss it, or until you use your wild shape again.
Aquatic Adaptation
When you choose this circle you become attuned to living in water and traveling through it for a long period of time. You gain a swim speed equal to your base movement speed and you can breath underwater as well as in the air.
Tidal Protection
At 6th level, you gain the ability to conjure water and raise the tides around you. You grant yourself and all allies within 15ft of you when you activate the ability +1 to AC and +1 to all saving throws for 1 minute as protective energies rise up around them. These energies might take the form of a veil of mist or a seemingly sentient orb of water that deflects attacks, or any other form you see fit.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after a long rest. You can spend multiple uses at one time to increase the benefits, which are additive based on how many uses are spent.
Brine Blood
The strength of the blood that flows through your body begins to imitate the strength of the water that flows in the world around you. At 10th level, whenever you finish a long rest rest you gain a number of temporary hit points equal to your druid level + double your wisdom modifier. These hit points last until you lose them or until you finish another long rest.
Alternatively, at the end of the rest you can choose to gain only a number of temporary hit points equal to half of your druid level, in order to grant all creatures who shared the rest with you temporary hit points equal to your twice your Wisdom modifier.
Waters of Life
Starting at 14th level, whenever you transform into your Form of Water, you can cause a burst of revitalizing energy to wash over all creatures of your choice within 60 feet. You and any creatures that you chose regain 3d8 + your spellcasting ability modifier as hit points and gain 2d10 + your spell casting ability modifier as temporary hit points.
Once you use this feature you cannot do so again until you finish a short rest.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Just trying to get some feedback on this subclass. It has gone through quite a few changes in its time so some parts of it may seem a litte overly complicated? i dunno you tell me haha.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Druids who are a part of the Circle of Tides make it their mission to preserve the natural bodies of water in the world. They reside within deep parts of the ocean or within lakes and rivers, protecting the purity of the world and protecting it from undesirable forces. These druids can sometimes be mistaken for monsters or even spirits that reside within bodies of water, scaring off any creature who comes near it. Sometimes they will even use their magic to completely hide such waters, typical special magical pools. Such pools are also the most common place for meetings between druids of this circle, even though they are few and far between.
Form of the Deep
At 2nd level, you gain the ability to transform yourself into a champion of oceans. As an action, you can expend a use of your Wild Shape feature to transform yourself into a semi aquatic form you see fit. This may make you look like a humanoid fish creature, a spirit shrouded in a misty veil or even have your body become that of a water elemental. No matter the form you choose, you gain the following effects:
This transformation lasts for 10 minutes, until you dismiss it, or until you use your wild shape again.
Aquatic Adaptation
When you choose this circle you become attuned to living in water and traveling through it for a long period of time. You gain a swim speed equal to your base movement speed and you can breath underwater as well as in the air.
Tidal Protection
At 6th level, you gain the ability to conjure water and raise the tides around you. You grant yourself and all allies within 15ft of you when you activate the ability +1 to AC and +1 to all saving throws for 1 minute as protective energies rise up around them. These energies might take the form of a veil of mist or a seemingly sentient orb of water that deflects attacks, or any other form you see fit.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after a long rest. You can spend multiple uses at one time to increase the benefits, which are additive based on how many uses are spent.
Brine Blood
The strength of the blood that flows through your body begins to imitate the strength of the water that flows in the world around you. At 10th level, whenever you finish a long rest rest you gain a number of temporary hit points equal to your druid level + double your wisdom modifier. These hit points last until you lose them or until you finish another long rest.
Alternatively, at the end of the rest you can choose to gain only a number of temporary hit points equal to half of your druid level, in order to grant all creatures who shared the rest with you temporary hit points equal to your twice your Wisdom modifier.
Waters of Life
Starting at 14th level, whenever you transform into your Form of Water, you can cause a burst of revitalizing energy to wash over all creatures of your choice within 60 feet. You and any creatures that you chose regain 3d8 + your spellcasting ability modifier as hit points and gain 2d10 + your spell casting ability modifier as temporary hit points.
Once you use this feature you cannot do so again until you finish a short rest.