Base Class: Druid
Water Druids harness the rejuvenating powers of water to heal and bolster their allies. They channel healing energies into their abilities and can buff and protect allies through their manipulation of water.
They are usually very friendly and nice but, they will do anything to protect the ocean and its inhabitants, no matter what the cost. They tend to prefer living by major bodies of water as that is where they are comfortable, but they will journey out of that comfort zone if they deem it necessary
Circle Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | Armor of Agathys, Frost Fingers |
| 3rd | Misty Step, Warding Wind |
| 5th | Tidal Wave, Wall of Water |
| 7th | Watery Sphere, Control Water |
| 9th | Destructive Wave, Maelstrom |
Healing Waters
When you choose this circle at 2nd level, gain the ability to cast the Shape Water cantrip as a bonus action a number of times equal to your proficiency bonus per long rest. When you cast this spell in this way, you may instead choose to hurl the water at a target within 30 ft, healing the creature a number of hit points equal to your druid level + your spell casting modifier.
Wellspring
Starting at 2nd level, you can use a bonus action to expend a use of your wildshape to call forth waters from the Elemental Plane of Water. The area around you within 15 feet is flooded with water, giving buffs to your allies. This feature lasts for 1 minute. Allies may use an action to drink from the Wellspring and heal 1d6 + your WIS modifier HP.
This effect increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
Blessings of the Wellspring
At 6th level, your control over the Wellspring improves and you pull more power from the elemental plane of water. When summoning your Wellspring, a creature of intagible form is summoned within the area. Only one creature can be chosen at a time. Only one effect can be active at a time. You can choose an option from one of the following:
Anchovy: Summons a number of anchovies near allies within area of the Wellspring. Roll 1d12 per ally. That ally gains the roll + your spellcasting modifier temporary HP.
Dolphin: When an ally drinks from the Wellspring, their speed increases by 15 feet
Jellyfish: When an ally drinks from the Wellspring, on their next successful against a creature, that creature must make a save vs. your spell DC or become stunned
Octopus: When an ally drinks from the Wellspring, they are shrouded in an ink like aura causing attacks to have disadvantage
Swordfish: When an ally drinks from the Wellspring, they add your WIS modifier to attack and damage rolls
Squid: When an ally drinks from the Wellspring, causes the next attack that hits an enemy to reduce their movement speed by 15 feet
Turtle: When an ally drinks from the Wellspring, they gain +2 to their AC
These effects last until the end of their next turn.
Bulwark of Water
Starting at 10th level, you can create a sphere of water around an ally as an action. Whenever a creature attacks that Ally and hits, they take damage equal to your proficiency modifier + your WIS modifier. You can only shield one ally at a time, but you can use your bonus action to shift the Bulwark to another ally within 10 feet of the current ally. This feature lasts for a minute and can be used your WIS modifier times per day.
Water Garden
At 14th level, you gain mastery over the water around you. As an action, you can flood the area around you within 120 ft, helping your allies and hindering your foes over the next minute. While allies are standing in the water they are bolstered with energy. When they hit an enemy while within the Water Garden, they deal additional damage equal to three times your spellcasting modifier, and can use their reaction to move up to their movement speed without provoking attacks of opportunity. Enemies within the Water Garden must make a DEX saving throw every turn they spend in the space or take 5d6 cold damage, or half as much on a success, as a large water tentacle forms and slams into them.
You can use this feature once per Long Rest.
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