Druid
Base Class: Druid

Druids from the Circle of the Abyss originate from the Abyssal layer of the ocean where no sunlight dares go. They help maintain the fragile state of the ocean and its marine life deep below the surface. These druids are isolationists by nature but will work together to help preserve the natural state of the ecosystem. Like many druids, they typically have an affinity against undeath as they believe death is an important part of the life cycle that helps maintain the natural environment and its inhabitants. 

Circle of the Abyss Features Table

Druid Level

Feature

2nd

Circle Spells, Spirit of Brine, Salt Chuck Wild Shape

6th

Deep-Sea Gigantism 

10th

Natural Adaptation

14th

Abyssopelagic Zone

Circle Spells

Your connection to the Abyssal layer of the ocean infuses you with the ability to cast certain spells in relation to this environment. At 2nd level you learn the dancing lights cantrip. At 3rd, 5th, 7th, and 9th levels you gain access to the spells listed for that level in the Circle of the Abyss Spells table. Once you gain access to one of these spells, 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 Abyss Spells

Druid Level

Spells

2nd

Dancing Lights

3rd

Darkness, Silence

5th

Tidal wave, Wall of Water

7th

Watery Sphere, Control water

9th

Maelstrom, Wall of Stone

 

Spirit of the Abyss

When you pick this circle at 2nd level you embrace the connection that you have to the darkest depths of the ocean in doing so you gain the ability to breathe underwater, cold resistance, and you develop a swimming speed of 40ft, Darkvision up to 120ft if you hadn't had it before. You ignore any drawbacks caused by a deep underwater environment

Salt Chuck Wild Shape

The depths of the ocean have enabled you to transform into its inhabitants much more efficiently than other druids. Starting at 2nd level you ignore the swimming restrictions on your Wild Shape ability. In addition, As a bonus action, you are able to turn into beasts with an innate swimming speed up to a challenge rating of 1. You must still adhere to the normal restrictions of your Wild Shape otherwise.

Deep-Sea Gigantism

At 6th level, as an action, while you’re using your Wild Shape ability to transform into a beast with a swimming speed by expending another Wild Shape you can choose to increase your size by 1 category, the maximum size being Huge. When you increase your size in this way you gain the following benefits:

  • You now have advantage on Strength ability checks and saving throws.
  • You can grapple creatures one size category larger than you.
  • Your melee weapon attacks while in wild shape are increased by 2d6.

Thalassic Affiliation

Your ability to Wild Shape into creatures of the deep has improved dramatically due to your connection with the creatures of the deep. You can now transform into CR 2 beasts with an innate swimming speed. You can now also transform into other creatures outside of beasts with a swimming speed that are CR 2 except for constructs, undead, and humanoids.

Abyssopelagic Zone

Through your natural connection to the depths of the ocean, you can bring forth the natural conditions of the Abyssopelagic Zone. As an action, when you do so you and your allies gain temporary hit points equal to your druid level + your Wisdom modifier. Creatures of your choosing up to your Wisdom modifier (minimum of 1) that you can see within 120 feet of you must make a Constitution saving throw or take 10d6 Cold damage and be knocked prone, half as much damage on a successful save, and they avoid being knocked prone. Once you use this feature you can't do it again until you finish a long rest. 

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