Base Class: Druid
Waters. Seas. Lakes. Oceans. Rivers. Even the smallest ponds have a multitude of life within them. Food and fortune come from water. Cultures and civilizations depend on water. Life itself is dependent on water. Water also brings destruction and disaster. It is a force to be reckoned with. Tidal waves and tsunamis can devastated coastal region and demolish structures leaving nothing but ruins in their wake. Rivers can flood washing away settlements or people on the river bank. Disease can fester in standing waters. Yet despite all that, water can heal lands ravaged by fires or drought. Water can restore hope to lands that need it. Water is both a giver and taker of life. It is no surprise this fundamental part of nature has those that respect its power and can wield it themselves. Druids from the Circle of Waters can command water to aid those in need or rain destruction down on enemies who threaten civilization and the natural world alike. Commanding abilities to give water to the needy or drown their foes, members of this circle can be found near bodies of water maintaining balance just as the waters they revere.
Waterborn
Your connection with water makes you well suited for water travels and exploration. Starting at 2nd level you gain the ability to see underwater without any assistance or disadvantage and gain 120ft of darkvision. Water is no longer difficult terrain to you. You move as easily through water as if you were on land. In a body of water if you become submerged completely and can reach the bottom, you can walk along the bottom as if it were normal ground. You also gain the ability to breathe underwater if you don't already
Circle Spells
Due to your magical connection with water, you gain several water based spells. You gain access to these spells at 3rd, 5th, 7th, and 9th levels.
Once you gain access to these spells, they are always prepared, and they do not count against your total number of spells you can prepare each day. The spells that do not appear on the druid spell list are nonetheless druid spells to you.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Water Shield
Starting at 6th level you are able to shape water into defensive forms. You learn the Mage Armor, Shield of Faith and Shield spells.
Tidal Strength
Starting at 10th level you develop a tidal aura that surrounds you, keeping hostile creatures at bay. You emanate an aura that extends 15 feet in all directions from you. Every creature of your choice within the aura moves as if it was in difficult terrain.
Water Form
At 10th level, you become so in tune with water, that you are able to become it. As a bonus action you can expend two of your wild shapes to turn into a water elemental
Bulwark of the Waters
Starting at 10th level, the healing power of water flows through your body giving you immunity to poison and disease and resistance to acid, cold and necrotic damage.
Tidal Mastery
At 14th level, your Tidal Strength improves. You have the same effects as before and now have the added effect that as an action, you can push a number of creatures in your aura away from you. Each creature must make a Strength saving throw and on a failed save they take 4d10+ your proficiency bonus cold damage and is knocked prone. Creatures that failed their saving throws are also pulled 10ft towards you or pushed 10ft away from you. On a successful save the creatures take half damage, aren't knocked prone and moved only 5ft to you or away from you.
Additionally, any ally within your aura gains temporary hitpoints, including you, equal to half the damage dealt. You can use Tidal Mastery a number of times equal to your proficiency bonus before having to take a long rest.
Improved Water Form
At 14th level, instead of expending two charges of your wildshape to turn into a water elemental, you can turn into a water elemental mrymidon
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