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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
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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