Druid
Base Class: Druid

a circle of the tide druid harnesses the flow of the tide and the natural progression of life to conquer enemies explore and provide for your allies while dishing out punishment to those who swim against your currents

Level 3: Circle of the Sea Spells

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Circle of the Sea Spells
Druid Level Prepared Spells
3 Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5 Lightning Bolt, Water Breathing
7 Control Water, Ice Storm
9 Conjure Elemental, Hold Monster

Level 3: Pulse of the Tide

As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

while the Emanation is active whenever a creature walks within 5 feet of the emanation they must make a dexterity saving throw or take 2 d6 cold damage 

on your turns you may use your bonus action to have the emanation make an attack against one creature you can see within 10 feet of the emanation dealing D6s of cold damage equal to your wisdom modifier as damage minimum 1 then they make a constitution saving throw or get pushed back 5ft and their speed becomes 0 until the end of their turn

Pulse of the Tide

As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

while the Emanation is active whenever a creature walks within 5 feet of the emanation they must make a dexterity saving throw or take 2 d6 cold damage 

on your turns you may use your bonus action to have the emanation make an attack against one creature you can see within 10 feet of the emanation dealing D6s of cold damage equal to your wisdom modifier as damage minimum 1 then they make a constitution saving throw or get pushed back 5ft and their speed becomes 0 until the end of their turn on a success they do not get affected

Level 6: Aquatic Affinity

The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

In addition, you gain a Swim Speed equal to your Speed.

high tide

as a reaction whenever an ally within 40ft of you would take damage from a spell or weapon attack you may use your reaction to expend a spell slot or a use of your wildshape to prevent that damage and give that ally temporary hit points equal to your wisdom modifier plus the spell slots level (wildshape counts as a 1st level spell) then deal damage to on enemy within 5 ft of the ally or you equal to half the damage your ally would have taken.

Level 10: push and pull

Your pulse of the tide confers two more benefits while active, as detailed below.

assist. your allies within 15 ft of you have advantage on saving throws to avoid spells and your enemies within 10ft of you have disadvantage on saving throws to avoid spells

Resistance. You have Resistance to Cold, Lightning, and Thunder damage.

Level 14: Gift of the Current

Instead of manifesting the Emanation of pulse of the tide around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.in addition when you use your high tide reaction you can provide your ally with your emanation as if you had manifested it around them

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

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