Druid
Base Class: Druid

The Circle of the Crashing Waves is made up of druids who gave up the traditional, secluded lifestyle on land for a more free and travel-based life on the open seas. These druids, while practicing most of the druidic traditions, are more often than not seen as outcasts or uncommitted by other druids from other circles.

Circle Spells

2nd-level Circle of Crashing Waves feature

Your link to the plane of water grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Crashing Waves 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 Crashing Waves Spells
Druid Level Spells
   
3rd water breathing, misty step
5th tidal wave, water walk
7th storm sphere, watery sphere
9th control winds, maelstrom

Aquatic Control

2nd-level Circle of Crashing Waves feature

When you chose this circle at 2nd level, you learn a modified version of the shape water cantrip. Water that is being controlled can now damage opponents. As an attack, you have these options. If the target is between 30-60 ft away from you, the glob of water is launched. Make a ranged spell attack against the target. The projectile travels in an arch. On a hit, the target take 1d8 bludgeoning damage. If the target is within 30 ft of you, make a melee spell attack. On a hit the target takes 1d8 bludgeoning damage.

At higher levels. Starting at 4th level, you can change the temperature of the water to deal either fire or cold damage instead of bludgeoning damage. This ability's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Crushing Pressure

3rd-level Circle of Crushing Waves feature

At 3rd level, you wield the crushing pressure of the depths. When you hit a creature with a spell attack or a creature fails a saving throw aganst a spell you cast, you can spend your bonus action to make the target make a DEX saving throw if they fail knock the target prone, and its speed is halved until the beginning of your next turn. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Water Barrier

6th-level Circle of  Crashing Waves feature

At 6th level, you can create a temporary wall of water to block your foe's attacks. As a reaction to an attack or a spell being cast, create a 5 foot by 5 foot wall of water at a point within 30 feet. You must choose to do so before knowing the results of any roll This wall of water prevents attacks and spells from passing through it. If the wall of water intercepts an attack or spell, it dissipates. Once you use this feature, you can't again until finishing a long rest.

 You gain an additional use of this feature at 12th level.

Rejuvenating Waters

10th-level Circle of Crushing Waves feature

Rejuvenating Waters 
At 10th level you command the forces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling the spirit of the sea, you can heal your allies and damage your foes in one fell swoop.
As an action, choose up to 3 targets within 30ft of you (allies or opponents). The water will bounce from one target to another, traveling up to 30ft each time it bounces. Each target can only be affected once per use. The water heals allies for 1d8 + wisdom modifier, or deals 1d8 + wisdom modifier bludgeoning damage to an opponent. You can use this ability three times per long rest. For the effects of Crushing Pressure this ability counts a attack spell.

At Higher Levels at level 14 increase damage by 1d8 (2d8) and you can affect one additional target (4 targets), at level 18 increase by 1d8 (3d8) and you can affect one additional target (5 targets).

Temporary Territory

14th-level Circle of Crashing Waves feature

At 14th Level, you have been through it all and have a connection with nature and more specifically water. You learn to control the weather of your surroundings to your liking. When casting this ability, choose one of these effects:

  • Freeze all surrounding water in a 100 ft cube to create an extremely frigid environment. For 10 minutes, all creatures within range, except for those you choose, must succeed on a Constitution saving throw or take 2d8 bludgeoning damage, take 1d8 cold damage and fall prone. A 100 ft cube of around you becomes difficult terrain.
  • Boil or drain the moisture from a 100 ft cube around you and create a blazing environment. For 10 minutes, all creatures within range, except for those you choose, must succeed on a Constitution saving throw or take 2d8 fire damage and gain +1 exhaustion. A 100 ft cube of around you becomes difficult terrain.
  • Duplicate and compile the existing area's water and moisture until a 70 ft tall wave is formed. All creatures within a 100x70x100ft cuboid, except for those you choose, get swept up in the wave and are pushed into a space you choose, and scattered around said space. Creatures swept up in the wave take 5d8 bludgeoning damage when landing on the chosen space. Creatures take 2d8 extra piercing/bludgeoning (DM's choice) if they get swept through difficult terrain.
  • Use the moisture and water in the area to speed up the growth of plants, grass and trees. An oasis, a hot spring or something similar is created in a 60ft square around from where you were standing when this ability was cast. The oasis is shielded from any cold or hot environments, halves the time needed to finish a short rest, and all creatures in the oasis are cleansed of 1 exhaustion per 10 minutes they stay. The oasis lasts for 2 hours, until you remove it or until it is destroyed.

Once you use this ability, you cannot use it again until you finish a long rest.

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