Base Class: Druid
The natural magics of the world flow nowhere as freely and easily as in water. Druids of the Circle of Water draw on these fluid forces to boost their coursing energies and draw out great knowledge from the deeps, pools and runs of the cosmos.
Circle Spells
Your symbiotic link to water grants you access to certain spells. At 2nd level, you learn the Shape Water cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Water 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 Water Spells |
|
|
Druid Level |
Circle Spells |
|
2nd |
Shape Water |
|
3rd |
Blur, Borrowed Knowledge/See Invisibility |
|
5th |
Sleet Storm, Water Walk |
|
7th |
Control Water, Watery Sphere |
|
9th |
Commune with Nature, Maelstrom |
Water Wielder
Starting at 2nd level, you have learned how to draw liquid energies out of the surrounding environment. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to pull water or similar liquids from the ground, plants, and waterways around you, dealing 1d4 bludgeoning damage to that creature unless it succeeds on a Dexterity saving throw against your spell save DC. The bludgeoning damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
One with the Wet
Also at 2nd level, you gain the ability to become one with water. As an action, you can expend a use of your Wild Shape feature to transform into a watery form or a beast with a swimming speed and a max CR of 1/2. The CR for water-based beasts increases to 1 at 4th level, 2 at 8th level, 3 at 12th level, 4 at 16th level, and 5 at 20th level.
One with the World
At 6th level, you have learned how to pull ancient lore and forgotten wisdom from the deeps. You have advantage on all Intelligence (History) checks. Additionally, your connection with the watery elements lets you pull on an additional pool of energy whenever you cast a spell that restores hit points, allowing you to roll a d8 to gain a bonus equal to the number rolled to one healing roll of the spell.
Pass through Water
Starting at 10th level, moving through liquids of any type costs you no extra movement, and you gain a swimming speed equal to your walking speed. You can also pass through normally dangerous liquids such as lava or poison without being slowed by them and without taking damage from them.
In addition, you have advantage on saving throws against liquids that are magically created such as the Acid Arrow spell.
Liquid Body
At 14th level, the liquids in your own body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Comments