Druid
Base Class: Druid

Druids of the Circle of Waves are those who channel the primal energies of the ocean. Known as "wave-keepers", they harness the mystical restorative properties of the sea, and command the raw power of the tides. These druids go even further than their peers to protect wildlife underwater. The sea is precious to them, and they will do anything to defend it.

The Circle of Waves is an ancient order of druids, thought to have originated eons before creatures walked the earth. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of times to come. Often moving beneath the depths in the shapes of the beasts surrounding them, they warn their watery friends of dangers from above.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

In the Swim of Things

Starting at 2nd level, your mystical connection to the tides has heightened your mobility and senses in water. You can no longer become lost at sea except by magical means. In addition, you now gain a swim speed equal to your walking speed. If you already have a swim speed through other means, you instead add an additional 10ft onto that.

Circle Spells

Your mystical connection to the seas infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to these circle spells.

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.

DRUID LEVEL SPELLS

3rd

misty step, mirror image

5th

tidal wave, water breathing

7th

lightning bolt, control winds

9th

maelstrom, chain lightning 

 

Watery Barrier

You conjure a momentary protective barrier of churning water, potentially absorbing an incoming attack. The barrier grants a bonus to your AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lifespring

Starting at 10th level, whenever a hostile creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause an ally within 30 feet of you to gain temporary hit points equal to your druid level + your Wisdom modifier.

Tidal Aura

At 14th level, you gain the ability to emit tidal forces from your core, keeping your enemies at bay. You constantly emanate an aura that extends 15 feet in all directions from you. Any hostile creature in the aura must spend 2 feet of movement for every 1 foot it moves.

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2022 2:55:45 PM
5
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes