Base Class: Druid
The Circle of Waves is made up of druids that have better fit themselves for life near and even in bodies of water. Druids of this circle prefer water life over land life, and may even sometimes live among underwater civilizations. As a member of this circle, your magic is influenced by the sea where you were initiated into the circle's mysterious rites.
Aquatic Bending
At 2nd level, you've created an aquatic trinket as part of your Oceanic studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. While holding this trinket, you have these benefits:
You become resistant to cold damage.
You know the Shape Water cantrip, which can be cast as a bonus action. If you cast Shape Water on yourself, water coalesces around your hands & arms, and you can now make a ranged Water Whip attack as an action with the water up to 30 feet away. The effects of Shape Water last for 1 minute on yourself & It deals 1d8 cold damage on hit.
Once per day you can grant up to 6 willing creatures the ability to breathe underwater for 1 hour.
If you lose the trinket, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest.
Aquatic Aura
At 3rd level, you gain the ability to harness the oceans’ power, as well as the ability to alter your form. You gain a swimming speed of 60ft, and the ability to breathe underwater. As a bonus action, you can expend a use of your Wild Shape feature to take on an aquatic aura, rather than transforming into a beast.
While in your aquatic form, you retain your game statistics, but your body becomes luminescent and lights up the area around you out to 15ft; your hair and clothes flow as if you’re underwater. The form lasts for 1 hour.
Whenever you assume your aquatic form, choose one of the following underwater auras on your body; your choice gives you certain benefits while in the form, on the start of your turn you may use a bonus action to change your form if you choose:
Pistol Shrimp. An aura of the aggressive Pistol Shrimp forms around you. When you activate this form you deal 10 bludgeoning damage with unarmed strikes.
Starfish. An aura of a healing Starfish appears around you. You can channel the energy and magic of life through the touch of your hands. You may use a bonus action to heal a target or yourself 1d8 hitpoints through touch.
Kraken. An aura of a strong Kraken appears around you. When you make a strength check or save you have advantage.
Koi Fish. The aura of the mysterious koi appears around you. You gain advantage on stealth and sleight of hand checks.
Jellyfish. If a creature targets you directly with a melee attack, you may use a reaction to lash out with the jellyfish aura. They must make a Dexterity saving throw to avoid being damaged by the Jellyfish aura. If they fail, they take 1d6 poison damage.
Pure Dive
Beginning at 6th level, you become an amazing diver, and can help other people venture into the depths. They gain resistance to cold damage, can breathe underwater for as long as you can, and a swimming speed half that of yours. They & you can withstand pressure to a depth of 6,000 feet.
Gift of the Sea
At 10th level, your body has adapted to the harsh underwater environment, giving you boons that work in and out of water. You gain the following benefits:
- You can speak, read and write Deep Speech and Aquan.
- Being underwater, you take no penalties to your vision.
- You can draw a small pond of water from the earth by concentrating for 10 minutes, even in the driest desert.
- You become resistant to Fire damage, as your essence becomes even more in tune with water.
Blessed Rain
Starting at level 14 you gain the ability to use an action to cause the area around you out to a 60ft cylinder to rain for 1 minute. All allies in the area gain 1d10 hitpoints at the start of their turn. As long as an ally is under the rain they gain the healing until the rain stops or you are incapacitated. You regain the ability to use this after a long rest.
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