Base Class: Druid
Druids of the oceans and seas who typically rove the oceanic surface in magically-empowered sailing ships, the Circle of the Waves are druids who are in fact, feared as raiders along coastlines around the world. Unstoppable typically on the ocean, and rarely making their way ashore, the savage seas they ride claim what they want and need with flooding forces and terrible oceanic beasts in schools around their victims. Riding in "dragon longboats," these almost-barbaric druids are certainly not docile purveyors of nature in small groves hidden in tiny places. They are the sailors of warlike bands of raiders who command the seas and sack unprepared villages in the world beyond, but live most of their lives as coastal pirates and oceanic explorers.
In Avalestra, these fearsome druids are not exactly prevalent, but where they exist, they rule the seas with absolute uncontested authority. Established in small oceanic bands all along the Wishingtide ocean, these are some of the only forces the orcish marauder fleets fear. They are a terrible thorn in the side of the Empyrean Admiralty Fleet, and they've constantly sparred with the Empyrean Navy. Were it not for the efforts of the Naval Wizards and their potent ships which are themselves magical vehicles, these powerful druids might have claimed far more settlements along the coast, and may have easily sacked Empyrean Prime itself by now. The Nors folk, as these raiders are sometimes called by the Empyreans, are feared widely, and even those who would dare their own piracy against the Empyrean Navy do not lightly reckon an encounter with a Nors longboat.
Circle Spells
2nd-level Circle of the Waves feature
Your great bond with the sea and its life enables you to cast certain magical spells. At 3rd, 5th, 7th, and 9th level, you gain the spells shown as druid circle spells (see Circle Spells).
| Druid Level | Spells |
|---|---|
|
3rd |
Snilloc's snowball swarm, spiritual weapon |
|
5th |
tidal wave, water breathing |
|
7th |
control water, watery sphere |
|
9th |
cone of cold, maelstrom |
Wave Warrior
2nd-level Circle of the Waves feature
At 2nd level, when you choose this Circle, you learn all there is to know about water itself as a foundational element to life, movement, and the world. As an extension of this, you become a capable wielder of ice, as you wield water in any which way. You learn the Shape Water cantrip and the Ice Knife spell, and you treat that spell as a Druid spell and always have it prepared.
Additionally, you gain an ability to channel cold, aquatic power through your hands, which grants the following benefits:
- you may use an action to douse any 5 foot x 5 foot area that is on fire within 50 feet of you, instantly quelling non-lava burning materials.
- you may use an action to spray cold water which soon turns into freezing gelid slush in moments. You choose a 5x5 space within 50 feet and use an action to cause the area there to become wet. At the beginning of your next turn, the wet spot, if not immediately removed, turns into cold slush and the space becomes difficult terrain for a number of rounds equal to your Wisdom modifier. Spraying a creature or plant with this slush has no real effect, but is cold and unpleasant for most non-arctic land animals.
- you may use a healing touch that restores 1d6 + your Wisdom bonus hit points to a creature you touch as an action. This healing improves to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. You may use this healing touch a number of times equal to twice your proficiency bonus before you must finish a long rest to use it again.
Command the Tides
6th-level Circle of the Waves feature
At 6th level you learn the fundamentals of controlling localized tidal flows of water, causing ebbs or flows as you will, and channeling destructive waves on a whim. You may use an action in any coastal region to cause local tides to wane, which affects an area in a 250 foot radius from you, making the tides ebb as far as they ever do at lowest tide. Conversely, you may also use an action to cause the tides to come in, affecting an area in a 250 foot radius from you, making the tides come in as far as they ever do at highest tide. The next Water Vehicles check you make within 1 minute after using either of these abilities has advantage, as you are able to channel the tides to your favor as you head out to sea or come in from the sea.
Additionally, your magical waves are far more powerful and dangerous than those others might command. When you cast the Tidal Wave, Control Water, or Tsunami spells, if those spells inflict damage, you may reroll any 1s on the damage dice once. At 14th level, you may reroll 1s and 2s on the damage dice of these spells once.
Manannan's Gift
10th-level Circle of the Waves feature
When you gain 10th level in this class, you learn the specialized secrets of water's healing powers and how to use those to heal others in remarkable ways. Whenever you cast a spell of at least 3rd level that would restore hit points to a creature, and you have at least one gallon of water nearby, you may have the spell consume that water (as if it were a material component) and cast the Lesser Restoration spell on that creature simultaneously as part of the action of casting that spell, without expending a spell slot. If the spell heals multiple targets, only one creature you choose may receive this benefit.
Additionally, you are now a now capable of channeling and directing water to move at your whim, even powerfully so. You can cast the Telekinesis spell only targeting Water Elementals or creatures with a fluid composition to their bodies like Oozes, or also liquid non-lava matter, up to 100 pounds or 120 gallons (454 liters). You can exhibit fine control over the fluids you are moving, even shaping them into crude forms and shapes, but no shape with fine detail or moving parts. If you have at least 50 gallons of fluid in your control this way, you can pinpoint a stream of high-pressure water to attack a target, using an action to make a ranged spell attack roll, dealing 5d6 non-magical bludgeoning damage and pushing the target back 10 feet in a direction away from you on a successful hit. Unless the water is absorbed or otherwise dissipated, you can repeat this attack as an action on each of your turns for the duration of the spell as long as at least 50 gallons of water are available. You can cast Telekinesis in this way a number of times equal to your proficiency bonus without expending a spell slot before you must finish a long rest to cast it this way again.
Master of the Waves
14th-level Circle of the Waves feature
At 14th level, you learn the most amazing and dangerous magical techniques of the waves, and can conjure the fury of oceanic storms anywhere you go. You can summon a tempest vortex of raging waters that flush over an entire area, smashing into foes and pinning them into the heart of the furious churning waters. As an action choose a 15-foot radius circle within 50 feet, and each creature in that area must make a Dexterity saving throw, or take 7d8 bludgeoning damage, and are restrained, knocked prone, and pushed toward the center square of the vortex, or take half damage not restrained, knocked prone or moved on a successful save. The vortex remains with swirling waters in that area for a number of rounds equal to your Wisdom bonus, and if a creature begins its turn in that area, it must succeed at a Dexterity saving throw or be restrained by the churning waters. You may use this ability a number of times per day equal to your proficiency bonus before you must finish a long rest to use it again.
Additionally, when you cast the Tidal Wave, Control Water, or Tsunami spells, if those spells inflict damage, you may reroll any 1s or 2s on those damage dice once.
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