Base Class: Druid
Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence mortal folk throughout their lives. Druids of the Circle of the Tides monitor the relationship between civilization and the wild oceans, rivers, and ponds that give life. Tidal druids can often be found using the life-giving power of the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.
Child of the Sea
Starting at 2nd level, you can breathe both air and water, and you gain a swimming speed equal to your movement speed.
Your connection to sea life is so great you can overcome the normal restrictions of Wild Shape. When you Wild Shape, you ignore swimming speed limitations imposed by your druid level.
Additionally, you cannot get lost at sea except by magical means.
Bonus spells
You gain shape water spell and you can use it as a cantrip
Circle Spells
At 2nd level, and when you reach certain levels in this class, you learn the spells listed in the table below. Once you gain access to a spell, it becomes a druid spell for you, you always have it prepared, and it doesn’t count against the total number of spells you can prepare each day.
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
maelstrom, conjure elemental (water elemental only) |
Water Barrier
At 6th level, you can create a temporary wall of water to block your foe's attacks. As a reaction to an attack or a spell being cast, create a 5 foot by 5 foot wall of water at a point within 30 feet. You must choose to do so before knowing the results of any roll. This wall of water prevents attacks and spells from passing through it. If the wall of water intercepts an attack or spell, it dissipates. Once you use this feature, you can't again until finishing a short, or long rest.
Lifespring
Starting at 10th level, whenever a hostile creature within 30 feet of you takes damage, you can use your reaction to cause an ally within 30 feet of you to gain temporary hit points equal to your druid level + your Wisdom modifier.
Tidal Push
At 14th level, you gain the ability to control tidal forces, and keep your enemies at bay. You constantly emanate an aura that extends 15 feet in all directions from you. Any hostile creature in the aura must spend 2 feet of movement for every 1 foot it moves.
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