Base Class: Druid
Circle of Oceans druids can harness the calm of a dead sea and the furious tempest beneath. They sail upon rafts and ship, smelling the spray of saltwater and feeling the deep currents below, logging the knowledge of the waves and tides they gather on their adventures. They are able to swim deep into the depths of the sea, and interact with both seafaring crews and beautiful merfolk, battling horrific aboleths and monstrous sahugains to ensure freedom upon the waves.
Some live in huge bubbles that gently float across the ocean floor yet impervious to damage. Others ride upon ships, encrusted with salt and barnacles, keeping an eye out for mysterious patterns in sea and sky. Druids who follow this circle are the freest, protecting freedom and adventure against those who would enslave and destroy nature.
Nothing feature
Does nothing
Circle Spells
2nd-level Circle of Wildfire feature
Your connection to the seas have allowed you access to spells at certain druid levels as shown on the table below.
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 Oceans Spells
| Druid Level | Spells |
|---|---|
| 2nd | create or destroy water, fog cloud |
| 3rd | calm emotions, misty step |
| 5th | wall of water, water breathing |
| 7th | control water, watery sphere |
| 9th | cone of cold, maelstrom |
Aquatic Form
2nd-level Circle of Oceans feature
You can channel the seas altering your wildshape. You may wildshape into creatures with a swimming speed, and you may expend both wildshape charges to transform into an elemental. The elemental you may transform into is dependant on your druid level.
| Druid Level | Aquatic Form |
|---|---|
|
2nd |
|
|
5th |
|
|
9th |
Splash Damage
6th-level Circle of Oceans feature
Your magic can cause ripples much like a drop of water. Whenever you cast a spell that deals damage you may cause it to ripple. If it deals damage, creatures in a 15-foot radius around that creature must make a dexterity saving throw. On a failure, taking half the damage, and on a success taking minimum damage.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. You may do this three times per long rest.
Churning Sprint
10th-level Circle of Oceans feature
You may transform yourself into a incredibly quick wave of water as an action by expending a wildshape. In this state, you do not trigger attacks of opportunity, and have immunity to bludgeoning, piercing and slashing damage. If you move past a creature within 5 feet, you may extend your shape and splash them, dealing 2d6 cold damage on hit. Your walking speed increases by 30 feet, and you gain 90 feet of swimming speed. At the start of your next turn, you return to your normal form.
At 15th level, the damage increases to 3d6, and at 20th level, the damage increases to 4d6.
One with the Oceans
14th-level Circle of Oceans feature
Your very essence has become intertwined with the sea, and your connection to the oceans is complete. While in contact with water, you regain 2d4 hit points at the start of your turn, and gain a +2 bonus to your armor class. You may also breath underwater and gain a permanent 40 feet of swimming speed.
You are also unable to be suprised, frightened, or charmed while submerged in water.
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