Base Class: Druid
Druids who follow the circle of the deep protect that which lies deep beneath the waves, often bonding with a unknowable creature from the depth.
| Druid Level | Feature |
|---|---|
| 2rd | Conjure Oceanic Being |
| 3rd | Oceanic Appearance |
| 6th | Born of Sea |
| 10th | Blood of the Deep |
| 14th | Power of the Waves |
Conjure Oceanic Being
Starting when you chose this subclass at 2nd level, you gain the ability to call upon a creature from the deep sea that you have bonded with. As an action you can expend one use of your wildshape, instead of turning into a beast you summon an Oceanic Being. The Oceanic Being is friendly to you and obeys your commands. The oceanic being might look vaguely humanoid, covered in moss and seaweed or something horrifying from the deep sea. work with your DM to determine what your Oceanic Being looks like. The Oceanic Being lasts for one hour, until you die, until you use this feature again, or it is reduced to 0 hit points
In combat the Oceanic Being shares your turn and you can use your bonus action to command it, if not commanded the Oceanic Being takes the dodge action
Oceanic being
Medium Monstrosity
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., swim 40 ft.
Damage Immunities acid
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Amphibious. The Oceanic Being can breathe air and water
Actions
Water Blast. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 2d6 + PB cold damage.
Oceanic Eruption (Recharge 5-). The Oceanic Being creates a geyser at a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a dexterity saving throw against your spell save dc or take 2d6 bludgeoning damage.
the oceanic being also grants you the power to cast addition spells when you reach certain levels, as shown in the table below
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | Armor of Agathys, Arms of Hadar |
| 3rd | Suggestion, Snilloc's Snowball Swarm |
| 5th | Hunger of Hadar, tidal wave |
| 7th | Black tentacles, Control Water |
| 9th | Cone of Cold, Danse Macabre |
Oceanic Appearance
When you reach 3rd level your body begins to change into something from the sea. you can chose from the options presented here or create your own. some transformations may be: your skin becomes scaly in some patches, you grow gills (these have no effect on your ability to breathe underwater), or your skin becomes slimy.
Born of Sea
At 6th level, the power of the sea further strengthens your bond with the creatures of the ocean. When you cast a spell of first level or higher that deals cold damage you gain 1d8 + your proficiency bonus temporary hit points. Additionally you gain a swimming speed equal to your walking speed and can breathe underwater.
Blood of the Deep
At 10th level, you can become the ocean itself. as an action, you can expend a use of your wildshape to transform into a water elemental, once you use your wildshape in this way you cant use it again until you finish a short or long rest.
Power of the Waves
At 14th level your mastery over the oceans has reached its climax. You can cast Create or Destroy Water as a 2nd level spell at will, without consuming a spell slot, verbal, somatic, or material components.
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