Druid
Base Class: Druid

Circle of the Tide Druids understand the turbulence found in the flow of water and air itself. Vigorous training has allowed these Druids to manipulate this turbulence to control their enemies positions on the battlefield, as well as defend themselves and their allies.

Wild Shape Improvement

When you choose this circle at 2nd level, you gain the ability to transform into creatures with a swim speed, rather than at 4th level.

Shift the Tides

The knowledge of your circle allows you to manipulate the flow of the turbulence in the world to move creatures to your advantage. Starting at 2nd level, as a bonus action, you can target a creature of no larger than medium size within 30 feet of you, and move them 5 feet in any direction. The distance you can move them increases to 10 feet if they are submerged. This effect does not trigger opportunity attacks.

Starting at 6th level, the distance you can move a creature increases by 5 feet, and again at 10th and 14th level.

The Way of Water

Your adeptness to water and flow allows you to glide and propel yourself underwater. Starting at 3rd level, you gain a swim speed equal to your walk speed.

You understand that water has memory, and you can access it through your deep connections to the turbulence. During a short or long rest, you can commune with the natural flow and gain proficiency in one skill, simple weapon, or tool of your choice. You retain this skill until your next short or long rest.

Displacement

The rites of your circle allow you to shift light waves and trick the naked eye. Starting at 6th level, as a bonus action, you can expend a use of your Wild Shape and target a creature within 15 feet of you. Any attacks against the creature that rely on sight have disadvantage for the next minute.

Whirlpool

You have mastered controlling turbulence to move your enemies, and have learned to summon a spirit to assist with controlling the battlefield. At 10th level, as an action, you may expend a use of your Wild Shape to cast Summon Elemental with these changes:

-The elemental summons as a water elemental

-The elemental appears as a medium or small beast

-The spell does not require concentration

-The elemental cannot attack

-At the end of the elemental's turn, all creatures within 20 feet of it must succeed a strength saving throw equal to your spellcasting save or be pulled 10 feet toward it.

Shapeless

Your mastery of water has allowed you to enter a semi-solid state. Starting at 14th level, as a bonus action, you can expend a use of your Wild Shape to assume a semi-solid form. While in this state, you gain a +2 bonus to AC, you may ignore difficult terrain, and you can squeeze into an area as narrow as 1 inch. You return to normal after 10 minutes.

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