Druid
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

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., swim 40 ft.

STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)

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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