Druid
Base Class: Druid

The Circle of the Sea is a druidic order formed by those who awakened to the Old Faith through their connection with a vast body of water. Oceans, lakes, and seas have long held a captivating majesty that inspires reverence to the water itself as well as the beasts that dwell within. These druids use their natural magics to summon storms, wield water, and take the form of dangerous aquatic creatures. This subclass plays with using marine creatures on land to great effect along with adding a water elemental to Wild Shape at 14th level.

Circle Spells

2nd-level Circle of Sea feature

Your ability to tap into the cycle of sea and storm grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Sea Spells table. 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 Seas Spells
Druid Level Spells
2nd create or destroy water, thunderwave
3rd misty step, gust of wind
5th tidal wave, lightning bolt
7th watery sphere, storm sphere
9th maelstrom, control winds

Sea Shape

2nd-level Circle of Seas feature

 Starting at 2nd level, you can use your Wild Shape feature to transform into a beast with a swimming speed and a challenge rating as high as 1/2. You ignore the Max CR column and ignore any instances of swimming speed in the Limitations column of the Beast Shapes table. Starting at 6th level, you can transform into a beast with a swimming speed and a challenge rating as high as your druid level divided by 4, rounded down.

Fathoms Below

3rd-level Circle of Seas feature

The rites of your circle grant you resistant to cold damage.

Surf Caster

6th-level Circle of Seas feature

 You can breath underwater and you gain a swimming speed equal to your walking speed while not transformed if you don't already possess one.

In addition, as a bonus action, you may summon a torrent of magical water to cover you, allowing you to breath as if you're underwater and to treat your swimming speed as if it's also a flying speed for the next 10 minutes. If you move using your swimming speed while using this feature, you can't use any other movement speed you have this turn and you can't end your turn more than 10 feet above the ground. If you do, this feature immediately ends and you fall to the ground. You may use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a short or long rest.  

Swift Swimmer

10th-level Circle of Seas feature

 You gain an additional 15 feet of swimming speed in whatever form you take that already has a swimming speed, moving through difficult terrain made up of water costs you no extra movement speed, and while moving with your swimming speed you do not provoke attacks of opportunity.

 

Embodiment of Water

14th-level Circle of Seas feature

You can expend  two uses of Wild Shape at the same time to transform into a water elemental. While in this form you may use your Druid spell attack modifier in place of your melee weapon attack modifier and you may use your Druid spell save DC whenever you cause a creature to make a saving throw. In addition, your attacks in this form count as magical for the purposes of overcoming resistance and immunity.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2024 8:34:44 AM
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