Druid
Base Class: Druid

Few natural forces exert as much influence over mortals as the waters of the world. Life-giving rain, raging storms, and winding rivers all influence mortal folk throughout their lives. Tidal druids monitor the relationship between civilization and the bountiful oceans, rivers, and lakes. They are often found using the innate magic of the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.

Circle Spells

Your connection with the primal waters grants you access to certain spells. At level 3, you learn the Shape Water cantrip

At levels 3, 5, 7, and 9, you gain access to the spells listed for those levels in the Circle of the Tides 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 the Tides Spells
Druid Level Spells
3rd Healing Word, Misty Step
5th Mass Healing Word, Tidal Wave
7th Control Water, Watery Sphere
9th Maelstrom, Raise Dead

Disciple of the Sea

Your dedication and service to the life-giving primal waters has changed you. When you join this Circle at level 2, you gain the ability to breathe both air and water, and you gain a swimming speed equal to your movement speed.

Tidal Aura

Also at level 3, you learn to channel the ancient power of the tides, even when you are away from bodies of water. As a bonus action, you can expend a use of Wild Shape to exude a mystical, watery force in a 15-foot radius. Creatures of your choice within your Tidal Aura treat the area as difficult terrain. If a creature has a swimming speed, it ignores this effect.

Your Tidal Aura also enhances your healing powers. When you cast a spell of 1st level or higher that restores hit points to a creature within your Tidal Aura, all targets regain additional hit points equal to your Wisdom modifier.

Your Tidal Aura lasts for 1 minute. It ends early if you dismiss it, are incapacitated, die, or use this feature again.

Undertow

Your Tidal magic has grown in power. Starting at level 6, when you cast a spell of 1st level or higher that makes a creature in your Tidal Aura roll a Strength, Dexterity, or Constitution saving throw, you can choose to force that creature to have disadvantage on the roll.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Waters of Life

Upon reaching level 10, you can wield the magic of primal waters to rejuvenate your allies as you hinder your foes. When you activate your Tidal Aura, you gain a pool of temporary hit points equal to twice your druid level + your Wisdom modifier. While that Tidal Aura is active, you can use a free action to distribute any amount of those temporary hit points to any creature that is within your Tidal Aura, including you.

Master of the Waves

Starting at level 14, your bond with the mystical waters of the world has reached its apex. You can cast Control Water at will without expending a skill slot.

Also, the radius of your Tidal Aura increases to 30 feet, and creatures of your choice treat the area as difficult terrain even if they have a swimming speed.

Previous Versions

Name Date Modified Views Adds Version Actions
5/21/2025 10:38:07 PM
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