Base Class: Druid
You look to the powers of the deep waters. Tide druids tap into the waters of the world to fuel their magic to both hurt and heal. A druid who practices the Circle of the Tides has two states of being - High Tide and Low Tide - which emanate from them in an elemental aura. These forms govern their magic prowess, role in the party, and can even spill into their personality or the appearance of the Tide druid. Like with the cycle of the natural world - High Tide is associated with power, offense, and vigor. While Low Tide is associated with healing, defense, and calm lulls.
Your tidal aura functions around you in a field where you can manipulate its varying aspects as you level. After finishing a long rest, you may choose either the High Tide or Low Tide form. You only have access to the spells and benefits of the Tide you are in.
Ebb and Flow
At 2nd level, you get a new form of movement depending on which Tide you’re in that coincides with the type of terrain you would find; waters in High Tide or sands in Low Tide.
High Tide
If you are in High Tide, you gain a swimming speed equal to your movement, and are able to breathe underwater freely. You also gain darkvision unless you already have this feature.
Low Tide
If you are in Low Tide, you gain a burrowing speed of 20 ft. You may only burrow through relatively soft material, such as sand, clay, or soil with your magic. Wood, stone, and metal, especially if worked, will still block your path.
Brackish Anomaly
You may use this ability a number of times equal to your proficiency bonus, and regain all uses after a long rest.
At 2nd level, you gain the following benefit:
High Tide
In High Tide, you can use your action to create a Tentacle Whip in the form of water. This whip shoves and pulls a creature that you can see that is within 30 feet of you to unbalance it. The creature must make a Dexterity saving throw vs your Spell DC. On a failed save, the creature takes 2d6 bludgeoning damage and its next attack is at disadvantage while its footing is unstable. On a successful save, the creature takes half as much damage and no disadvantages.
At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Low Tide
In Low Tide, healing creatures will infuse life-giving water into any healing spells. Any creature affected by your healing spells regain an additional 1d6 + Wisdom modifier in hit points.
At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Circle Spells
Your mystical connection to water infuses you with the ability to cast certain spells while in a certain Tide. At 3rd, 5th, 9th, and 13th level you gain access to circle spells connected to the form you choose to be in.
Once you gain access to a circle spell, you always have them 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.
If you switch forms, you lose the spells of the previous Tide and gain the spells of the new Tide instead.
High Tide Spells
Level |
Spells |
|
3rd |
Riptide*, Misty Step |
|
5th |
Pulse Wave*, Tidal Wave |
|
9th |
Watery Sphere, Storm Sphere |
|
13th |
Cone of Cold, Maelstrom |
* These are Homebrew spells; created by my friend Greenblood [Twitter: @KevinAyler], added to DDB with permission
Low Tide Spells
Level |
Spells |
|
3rd |
Calm Emotions, Healing Spirit |
|
5th |
Prayer of Healing, Water Walk |
|
9th |
Control Water, Freedom of Movement |
|
13th |
Hold Monster, Scrying |
Release of the Deep
Beginning at 6th level, you can painfully extract the life essence from a living target and use it against your opponents or to help your allies in the form of condensed water.
Use an action to target a living creature within 30 feet that is not undead or a construct causing the target to make a Constitution Saving Throw vs your Spell DC. The target takes 3d6 damage, or half as much on a successful save.
If you do not use one of the bonus actions provided by the Tide you're in on the same turn, the water you extracted falls to the ground in a puddle and you cannot use the bonus action later. You may use this feature a number of times equal to your proficiency. You regain half of your expended uses after a long rest.
At Higher Levels: The spell's damage increases by 1d6 when you reach 11th level (4d6) and 17th level (5d6).
High Tide
In High Tide, you may use a bonus action in the same turn causing the target to become Sickened.
The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.
Low Tide
In Low Tide, you may use a bonus action in the same turn to heal an ally for the same amount of damage dealt by Release of the Deep + Wisdom modifier.
Grasp of the Swell
Starting at 10th level, the aura of your tides become more potent and dynamic.
High Tide
During High Tide, whenever a hostile creature within 30 feet of you is reduced to 0 hit points by you, you can use your reaction to target another enemy also within 30 feet of you to take damage equal to your druid level + your Wisdom modifier.
Low Tide
While Low Tide is active, when a hostile creature within 30 feet of you is reduced to 0 hit points by you, you can use your reaction to target an ally also within 30 feet of you to gain temporary hit points equal to your druid level + your Wisdom modifier.
Master of the Tides
Upon reaching 14th level, your understanding of the tides reaches its peak. You may now switch between Low Tide and High Tide form on a short rest instead of a long rest.
Manipulating elemental nature also becomes more fluid. Now if a creature dies from the damage dealt by Release of the Deep, you can use a bonus action to form a Water Elemental that does your bidding for 1 minute forgoing the bonus actions of Release of the Deep. You can only have 1 Water Elemental at a time and it is not concentration when used in this way. (See monster manual page 125.)
Additionally, your connections to the waters of the world also enhances the effectiveness of your spells. When you cast a spell that forces a creature to make a saving throw, you can use your bonus action to give them disadvantage as long as the creature is submerged in a substantial amount of water.
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Posted Jul 12, 2022Above was my original comment on this homebrew project I started for personal reasons. In light of the idiotic decisions from DDB/WoTC/Hasbro/etc. to gut D&D from what the community has helped build over DECADEDS of dedication, I'm no longer updating this homebrew here.
I will be moving it and all of my other creations over to another service, deleting everything I can (or at the very least putting disclaimers like this for content that I can't readily delete). For whatever it's worth in saying pointedly, I don't give any permission for my own creations to be used by this company. I made it, labored over it for weeks, with the intent of PLAYERS using it and to enjoy.
Right now, I'm looking at Kobold Press and their Black Flag Project as they are making their own Core Ruleset standard, free for everyone, where I'll then adapt my own homebrews (MY whole homebrew world frankly) to another ruleset along with all my friends as fellow TTRP players.
I just wanted to have a fun supportive community to expand my creativity and it feels more like it's being held hostage. I don't need that.
Hope to see you elsewhere!
- Hush, @AilurusHush