Base Class: Druid
Druids of the Circle of Tides are the guardians of the sea, drawing their power from the ebb and flow of the ocean. They understand the delicate balance of marine ecosystems and work to protect coastal regions and underwater realms. These druids can control water, communicate with sea creatures, and harness the power of the tides to both heal and harm. They are often found near coastlines, on islands, or exploring the deep ocean, using their abilities to ensure the health and safety of marine environments.
Circle Spells
Your connection to the sea grants you access to certain spells. At 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Circle of Tides Spells table. These spells are always prepared and don’t count against the number of spells you can prepare each day.
| Druid Level | Spells |
|---|---|
| 2nd | create or destroy water, fog cloud |
| 3rd | misty step, pass without trace |
| 5th | water breathing, water walk |
| 7th | control water, watery sphere |
| 9th | maelstrom, commune with nature |
These spells enhance your ability to manipulate water and navigate aquatic environments, reflecting the power and mystery of the ocean.
Tidal Surge
At 3rd level, you can summon the power of the tides to aid or hinder. As an action, you can create a surge of water in a 10-foot radius centered on a point you can see within 30 feet. The surge can take one of the following forms:
Healing Spring. Any creature within the area regains 1d8 hit points.
Crashing Wave. Any creature within the area must make a Strength saving throw against your spell save DC or be knocked prone and take 1d8 bludgeoning damage.
Fickle Waters. The area becomes difficult terrain for enemies, and friendly creatures gain advantage on Dexterity (Stealth) checks. This effect lasts for 1 minute.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Aquatic Adaptation
At 6th level, your connection to the sea grants you resistance to cold damage and the ability to see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you can communicate telepathically with any aquatic creature within 120 feet that can understand a language.
Tidal Wave
At 10th level, you can conjure a powerful tidal wave, provided a water source is nearby. As an action, you can expend 2 uses of your Wild Shape feature to create a wave of water that crashes down in a 30-foot line that is 10 feet wide. Each creature in that line must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Oceanic Form
At 14th level, you gain the ability to transform into an elemental embodiment of water. As an action, you can expend two uses of your Wild Shape feature to transform into a water elemental. While in this form, you gain all the abilities of a water elemental, including its resistances, immunities, and Water Form feature. This transformation lasts for up to 1 hour or until you end it as a bonus action.
Ocean's Embrace
At 2nd level, gills form on your neck and webbing grows between your fingers and toes, allowing you to move effortlessly through water. You gain the ability to breathe underwater and gain a swim speed equal to your walking speed.
Additionally, you can use your action to touch a willing creature, granting them the same benefits for 1 hour. You can use this additional feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Previous Versions
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7/2/2024 11:36:27 AM
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Coming Soon
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