Druid
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.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes