Base Class: Druid
Druids of the Circle of the Deep venerate the deep seas and draw their power from the mysteries and wonders in the ocean's depths. They are attuned to aquatic environments, can easily traverse underwater realms, and can harness the forces of water and tides. These druids excel in manipulating water, creating powerful waves, assuming aquatic forms, and invoking the raw power of the deep sea to overwhelm their foes. Their connection to the underwater world allows them to protect and restore the delicate balance of marine ecosystems, making them guardians of the oceans and defenders of aquatic life.
Bonus Cantrip
2nd-level Circle of the Deep feature
At second level you gain Ray of Frost.
Circle Spells
2nd-level Circle of the Deep feature
Starting at 2nd level, you gain access to the ray of frost cantrip and the following circle spells, which are always prepared and don't count towards the number of spells you can prepare each day.
Spells with an (*) are homebrew.
Circle of the Deep Spells
| Druid Level | Spells |
|---|---|
| 2nd | create or destroy water, purify food and drink |
| 3rd | misty step, silence |
| 5th | water breathing, coral growth* |
| 7th | control water, aquatic adaptation* |
| 9th | cone of cold, conjure elemental |
Aquatic Affinity
2nd-level Circle of the Deep feature
Starting at 2nd level, you become attuned to the hazards of the deep seas. You gain a swimming speed equal to your walking speed, and you can breathe both air and water. Additionally, you have advantage on Constitution saving throws made to resist the effects of extreme cold or high pressure in underwater environments.
Sea Beast Mastery
2nd-level Circle of the Deep feature
Starting at 2nd level, you gain the ability to communicate with sea creatures. You can understand and speak the languages of underwater
creatures, and you have advantage on Wisdom (Animal Handling) checks made to influence or command aquatic beings.
Sea Beast Control
6th-level Circle of the Deep feature
Starting at 6th level, you learn how to control sea creatures. As an action, you can attempt to charm a beast that has an innate swimming speed and which you can see within 60 feet. The
beast must make a Wisdom saving throw DC. On a failed save, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature is friendly to you. Once you use this feature, you can't use it again until you finish a long rest.
Shape of Water
10th-level Circle of the Deep feature
Starting at 10th level, you can take the form of a water elemental. You can expend one use of your Wild Shape ability to transform into a water elemental. While in this water elemental form, you gain a bonus to your attack rolls and damage rolls equal to your Wisdom modifier {{modifier:wis}} (minimum of 1).
Maelstrom's Embrace
14th-level Circle of the Deep feature
Starting at 14th level, you can call upon the power of the deep sea, creating a swirling maelstrom of water centered on yourself. The maelstrom has a radius of 30 feet and lasts for 1 minute. Any creature that starts its turn within the maelstrom or enters it for the first time on a turn must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d10 bludgeoning damage and is pulled 10 feet toward the center of the maelstrom and is restrained. On a successful save, it takes half damage, isn't pulled and isn’t restrained. Additionally, the area within the maelstrom is heavily obscured, and creatures other than you have disadvantage on Wisdom (Perception) checks to perceive anything beyond 5 feet of themselves. A creature within the area of the maelstrom must hold its breath or start to suffocate. Once you use this feature, you can't use it again until you finish a long rest.
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