Base Class: Druid
Water is life. Cultures around the world equate water with healing and energy. People travel great distances to drink or bath in water from mountains, wells and springs that are imbued with special energy. Many people believe that water has the ability to absorb prayers, cleanse unwanted energy and bestow good medicine. Venerated from a time before antiquity as life-giver, water has been held in the highest esteem in all cultures and eras. In essence, water centres our spirit and our body, signifying wisdom and conscious awareness. Druids of the circle of water use are as spiritual leaders within their communities, often finding themselves as healers.
2nd level: Summon water spirit
As an action, you can expend one use of your Wild Shape feature to summon your water spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature off your choice within 10 feet of the spirit when it appears gains a number of d6's in hp and max hp equal to your proficiency bonus until the water spirit dies or is unsummoned. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the water spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
3rd level: Circle spells
Your connection to water allows to cast certain spells. 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. You also learn the cantrip shape water and the spell create or destroy water
3rd: Lesser restoration, Aid
5th:Tidal wave, beacon of hope
7th: Aquatic javelin (Homebrew), Control water
9th: Oasis of life (Homebrew), greater restoration
6th level: Water manipulation
Water has been used in countless sacred ways since ancient times through religious and spiritual blessings, for cultural cleansing rituals, and personal healing as a therapeutic tool. You have learned how to change the properties of the water in your body, enabling you to maintain your body temperature and flush out any toxins. This change also empowers any damaging water based spell you cast.
Choose one type from cold, poison and acid. You gain resistance to the chosen type and can change the damage of your water based spells to that type. Your water based spells deal 1 additional die of damage.
At 10th level choose a type you haven't yet chosen. You gain resistance to the chosen type and can change the damage of your water based spells to that type. Your water based spells deal 1 additional die of damage (2 dice total).
At 14th level choose a type you haven't yet chosen. You gain resistance to the chosen type and can change the damage of your water based spells to that type. Your water based spells deal 1 additional die of damage (3 dice total).
10th level: Healing tide
For millennia, the ocean has been appreciated as a source of healing and divinity – a place of respite, rituals, and deep transformation. Constant yet ever-changing, this vast and beautiful expanse of water sustains us all, providing much of the air that we breathe.
The healing energy within you has adapted all of your water spells, so long as your water spirit is summoned. Once per turn when you cast a water based spell or are concentrating on a water based spell at the end of your turn, choose a number of creatures equal to your wisdom modifier within 30ft of you or your spirit. The chosen creatures regains a a number of hit points equal to your wisdom modifier times d6.
14th level: Reflection of clear water
The mind is like water. When it’s turbulent, it’s difficult to see. When it’s calm, everything becomes clear. The water in the stream may have changed many times, but the reflection of the moon and the stars remains the same. And just as the water reflects the stars and the moon, the body reflects the mind and the soul.
Your water spirit becomes a crystal clear reflection of you. Whenever you cast a spell that heals or removes harmful conditions, your spirit can heal one target for the same amount or remove the same conditions from that target.
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