Base Class: Druid
Circle boy
Circle Spells
Your mastery of the sea and your ability to harness the powerful forces of water grants you access to certain spells. At 2nd level you learn the shape water cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Waves Spells table.
In the Swim of Things
When you choose this circle at 2nd level, 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, and you apply the effect of the spell; Water Breathing. The Duration however, lasts up to the duration of your wildshape instead of being 24 hours.
Additionally, you cannot get lost at sea or oceans except by magical means.
Water Barrier
At 6th level, Up to your Wisdom modifier before needing to take a long rest, 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.
Lifespring
Starting at 10th level, whenever a hostile creature within 30 feet of you is reduced to 0 hit points, 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 ({{modifier:wis}}) .
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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