Druid
Base Class: Druid

People of the Water Region are naturally connected to cold, sea and the waves, so much that what originally was Land druids of the coast developed their powers further into connecting themselves naturally with the water that surrounds them day to day. This granted them a more developed Wild Shape adapted to water environments and a more fluid connection to their surroundings. Druids from the Circle of the Water tend to be flexible, and their interpretation of the Old Faith gets farther from trees and the land and closer to the underwater, seaweeds and marine animals.

Natural Seafarer

Starting at 2nd level, your connection to the seas has discovered you ways to modify your body using your Wild Shape ability in ways no other druid is able to. You can modify your body in order to adapt yourself or any form you take to aquatic environments.

Whenever you use your Wild Shape feature, you can also cast the Alter Self spell for the Aquatic Adaptation effect requiring no components, consuming no spell slot and requiring no concentration, lasting as long as your Wild Shape lasts.

Additionally, you can spend one use of your Wild Shape in order to cast the spell in the same way without needing to change your shape into another beast. If you cast the spell this way, the spell lasts for one full hour.

Circle Spells

Your closeness to the waves and the sea grants you the ability to naturally control this element. At 2nd level you learn the Shape Water cantrip and you obtain the following circle spells. If you already knew the Shape Water you can choose another druid cantrip freely.

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.

Circle of the Seas Spells
Druid Level Circle Spells
3 Create or Destroy Water, Cure Wounds
5 Water Breathing, Water Walk
7 Control Water, Ice Storm
9 Cone of Cold, Conjure Elemental

 

Water shield

Starting at 6th level you are able to shape water into defensive forms. You learn the Mage ArmorShield of Faith and Shield spells, and you can cast each one of them once per long rest without consuming a spell slot.

Tidal Strength

Starting at 10th level you learn to control the tidal pushes that surround everything. As a bonus action you can choose one creature that you can see within 30 feet of you and move it up to 10 feet in any horizontal direction. If said creature is an ally, you can cast Cure Wounds upon that creature as part of the same bonus action.

Tidal Mastery

Starting at 14th level you develop a tidal aura that surrounds you, keeping hostile creatures at bay. You emanate an aura that extends 15 feet in all directions from you. Every creature of your choice within the aura moves as if it was in difficult terrain.

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