Base Class: Druid
This is an implementation of the Circle of the Seafarers subclass from Tasha's Crucible of Everything Else
You follow an old tradition of sea-dwelling druids that protect the waters from creatures, and creatures from the waters. Your culture has developed unique fighting styles not found in other druidic sects, which make you excellent combatants in and around the seas.
Pirates with a cause.
TASHA
Unarmored Defense
Water is not kind to leather armor. Because of this, your society has developed defensive measures that eschew armor of any type. With a heightened awareness of your immediate surroundings, when you are not wearing armor or shields, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Sentinel of the Sea
You are proficient with water vehicles, navigator's tools, and the signature weapons of seafarers: the net and trident. When you aren't wearing medium or heavy armor, you gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of tridents and spears, and the attack rolls of nets.
- You have a swimming speed equal to your walking speed.
Handy
You are proficient in skill checks made to tie and untie knots, and you can spend 1 hour working on a damaged net to repair it to full capacity. This can be done as part of a short or long rest.
You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Sleight of Hand, or Stealth.
Acrobatics Proficiency
You gain proficiency in Acrobatics.
Athletics Proficiency
You gain proficiency in Athletics.
Sleight of Hand Proficiency
You gain proficiency in Sleight of Hand.
Stealth Proficiency
You gain proficiency in Stealth.
Sidestep
When you are wielding a trident or spear and a creature within 5 feet of you makes an attack against you, you can use your reaction to make a special melee attack against the creature. On a hit, instead of dealing damage you move 5 feet without provoking opportunity attacks, potentially causing the attack to miss if you move out of range.
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn. Thanks to your specialized training, you ignore the net's restriction on the number of attacks you can make with an action, bonus action, or reaction.
Amphibious
The magic of the water has changed your body. You can breathe both air and water, and you have resistance to cold damage.
Spear Fisher
Immediately after you make a ranged attack roll with a weapon that has the Thrown property, you can choose to have it magically reappear in your hand. Additionally, attacking at long range with such a weapon does not impose disadvantage on your attack roll.
Coastal Warrior
You can now infuse the power of the depths into your attacks. Whenever you hit a creature with a weapon attack, including when you hit a creature with your special Sidestep attack, you also deal an amount of cold damage equal to your Wisdom modifier.
NOP
D&D Beyond's algorithm requires a level 3 feature in order for a Druid subclass to be "publishable".
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