Base Class: Druid
Druids from land and sea are drawn to the natural power water has that shapes plant and animal life. Many are aquatic seafaring races themselves such as Sea Elves or Tritons. Some are connected to freshwater biomes. Many of these druids often work with circle of the land druids in peace, as both do venerate similar ideals and gods. However some evil seafaring druids worship sharks or evils down in the deep sea such as krakens and ancient undead. Some Sahuagin druids might seek to conquer the land.
Seafaring druids are as diverse as land faring ones. Many aquatic druids seek to become circle of the moon druids, but many do choose the circle of the water. Some curious Sea Elves might even choose to become a circle of the land druid out of respect for the other side of nature, just as many land based druids can choose the circle of water.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Spells of the Misty Pool
Starting at 2nd level, you can manipulate some of the magic inherent in water to bolster your own magical strength. You gain the spell major image and one 1st level spell from any class list or any school. These spells are always prepared and don't count against the number of spells known.
You can cast each of these spells once per short rest without expending a spell slot. These spells cannot be cast using ordinary slots.
Circle Spells
Your mystical connection to the water infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the watery biome where be. Choose between — shallow sea, open sea, deep sea, arctic sea, lake, river, or waterfall — and consult the associated list of spells.
(Search your chosen circle on DnD Beyond's homebrew page; search circle of the water (river), for example.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Shallow Sea
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Open Sea
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Deep Sea
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Arctic Sea
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Lake
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
River
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Waterfall
DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Aquatic Explorer
Starting at 6th level, you gain the spell water breathing, and can cast it at will.
Strength of the Water Dragon
When you reach 10th level, you gain resistance to fire and cold damage as the blood of the great water dragon surges through you.
In addition, long rests restore two levels of exhaustion instead of one.
Druid of the Blue
When you reach 14th level, you gain a swim speed of 50 feet
In addition, you can use 2 uses of your wild shape to become a water elemental, following all the normal rules of wild shape.
Previous Versions
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I would like to say that this current class the way it is will not work. I really like it the way it is and I don't want to overhaul the entire class to get it working. If you want to use this class you will have to create a homebrew version of it yourself depends on what watery biome you picked. The spells in the class are currently not legal as they come from other materials other than the PHB.
To make this class actually work you will need to homebrew a class and share it with the campaign. All the information should be in the description. To add spells you need to type them into additional spells. And you need to understand the basics of creating a homebrew class on DnD beyond.