Druid
Base Class: Druid

The Circle of the Currents Deals with the Surface Levels of the Oceans of the World, Rather than most Druids. Druids from the Circle of the Currents Enforce the Will of nature from Costal Ports and Towns Protecting that land From over Fishing but often Travel Aboard wandering Ships of their own, Guarding over Areas together, each one may even Possess a Small Ship of their own

Seafaring Training

When you choose this circle at 2nd level, you Gain Proficiency in Navigators Tools, Cartographers tools, and Water vehicles

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.

Circle Spells

Your mystical connection to the Waters infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Waters where you became a druid.

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

Locate Animals or Plants, Locate Object

5th

Wall of Water, Water Walk

7th

freedom of the Waves, Watery Sphere

9th

commune with nature, Control Winds

wave Connection

Starting at 6th level, your connection to the Waves manifests you now Develop a Swimming Speed Equal to Double your Walking Speed as Well as a Limited Ability to Breath underwater, 

you may use your connection to the Waves to Breath Underwater for (8 + your constitution modifier) hours, afterwards you must take a Long Rest Before Being able to use this Feature again

In addition, you Gain Resistance to Acid Damage

Oceans Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Command of the Sea

When you reach 14th level, creatures of the Aquatic world sense your connection to the ocean and become Susceptible to your control. When you encounter a Creature with the amphibious or water Breathing trait you may use an action to force that creature to make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must Follow a Command as if you had cast the [spell]Command[spell/] however the Creature does not need to understand you On a successful save, the creature is immune to this effect for 24 hours.

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