Druid
Base Class: Druid

In the heart of the unforgiving desert, where the sands stretch endlessly, there exists a lineage of druids who bear the mantle of the of dry oceans. These enigmatic wanderers draw their power from a time long past - an era when the mighty oceans covered the land, now reduced to arid wastelands. 

Within the Circle of Dry Oceans, druids become the keepers of this forgotten realm. They walk a unique path, harnessing the ancient, lost rhythms of the deep seas to shape the desert into a testament to the ocean's memory. With their mastery over the elements, they conjure vast, shimmering bubbles in the heart of the dunes, within which the spirits of ancient sea creatures find refuge. 

These sacred bubbles house the souls of creatures long extinct, preserving the essence of the bygone oceanic world. The spirits within offer aid and protection, as well as the unique abilities of the creatures they once were. Whether it's the sharp teeth of an angler fish, the glowing light of the smallest of shrimp, or the strength and brutality of ancient deep-sea monsters, these spirits grant their druidic hosts remarkable powers to navigate and protect the desert landscape. 

As they journey through the arid expanse, these druids are accompanied by the ethereal echoes of the ocean's past. Their connection to these ancient spirits is notable, and together, they strive to restore balance and life to the desert. The Circle of Dry Oceans stands as a beacon of hope, a reminder that even in the harshest desolation, the memory of the sea lives on, offering solace and strength to those who can harness its power. 


 

Waves of The Past

At 2nd level, you gain the ability to bring back the ancient ocean of the times long gone together with its former inhabitants. These creatures will either provide aid for you and your allies or harass your enemies within your Ancient Bubble.  

As an action, you can target a point on the ground you can see within 30 feet of you and expend one use of your Wild Shape feature to create an Ancient Bubble. The bubble has a radius equal to 5 times your wisdom modifier (minimum of 1) and the bubble remains at the chosen point for 1 minutes, until you want it gone, until you use this feature to create another Ancient Bubble, or until you die. 

The inside of the bubble is considered a breathable liquid, and any creature inside must move in the same way they would underwater. Swimming is possible in any direction and creature that require water for moisture or to breath stay wet and able to breath within the bubble. Non-magical fires inside the Ancient Bubble are extinguished and creatures inside gain resistance to fire damage.  
 
When you create an Ancient Bubble roll on the table below to determine what Prehistoric spirits reside within the bubble for its durration. All Saving throws related to your Ancient Bubble and the sea creatures inside use your Spell Save DC.

Call of The Deep 

d8 

Sea Creature 

1 

Spider Crab. These spindly creatures try to grab onto your enemies and hold them in place. All enemies that start their turn inside an affected Ancient Bubble must make a Strength Saving Throw or be grappled. They can repeat this save at the end of every turn to break free 

2 

Giant Isopod. These armored creatures will crawl onto your allies and take blows for them. All allies that start their turn inside an affected Ancient Bubble gain Temporary Hit Points equal to your 3 times your level + Wisdom Modifier. This effect applies only once per use of this feature. 

3 

Jellyfish. These squishy creatures float around your enemies and sting them should they be too careless. Enemies inside an affected Ancient Bubble that move in any direction must make a Constitution Saving throw be poisoned. On a success they become immune to the poison until the jellyfish disappear. 

4 

Glow Shrimp. These tiny creatures swim around your allies and release glowing mucus when disturbed to confuse enemies. If an ally inside an affected Ancient Bubble is hit with an attack, then the next attack roll against them has disadvantage.

5 

Angler Fish. These viscous creatures may be small but they have pointy teeth to chomp into your enemies. All enemies inside an affected Ancient Bubble take 1d4 piercing at the start of their turn, for every 2 levels you have in this subclass. 

6 

Squid. These slimy creatures attach themselves to your allies and help them move through the water. All allies inside an affected Ancient Bubble gain +20 feet to their swimming speed. 




Form of Ancient Seas

Starting at 2nd level, when you touch water, you can automatically become a creature of the sea. Whenever you submerge yourself in water or enter an Ancient Bubble you can choose to instantly Wild Shape into one of the following creatures without expending a use of your wildshape:  

Once you wildshape in this way you can't do so again until you finish a long rest. 

Breaking the Surface

Beginning 6th level, your Ancient Bubble develops a strong surface tension and you can move it at will. Enemies who try to leave your Ancient Bubble using their movement speed must succeed a Strength Saving throw to escape or be pushed back 5 feet toward the centre of the bubble.

Additionally, you gain a swimming speed equal to your walking speed and become able to breath underwater.

Thriving Ocean Life

Starting at 10th level, the spirits in your ancient bubble become more diverse and long lived. Your Call of The Deep feature now lasts 10 minutes and you become able to roll twice for your sea creatures. You will gain both benefits and when you roll the same number twice you keep the first roll and choose what other sea creature you want 
 
Additionally you can use an action to move your bubble 15 feet in any direction and when you move the bubble all creatures inside are moved along with it but keep their position relative to the bubbles centre.

Deep Sea Monsters

At 14th level, you learn to call upon the ancient predators of the deep to guard the deep waters. 
When you create an Ancient Bubble, you can choose to doubling it radius and letting it spawn one of these Ancient Sea Creature: 

The creature can only exist submurged in water or in an Ancient Bubble, but can attack creatures within 5 feet of the bubble or waters surface. It will disappear when the bubble disappears or when reduced to 0 hitpoints. The creature 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. 

Once you use this feature you can't do so again until you finish a short rest.

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Circle Of Dry Oceans Image

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