Druid
Base Class: Druid

 

 

"The very currents of the primal abysses answer my call, land-walker. Despoil these waters at your own risk."

                                                                                                      - Admarin of the hollow caves, a wavekeeper

 

The druid is a creature of many habitats, and the average druid is able to make himself at home in the mountain heights as easily as in the depths of the forest. But some druids, particularly the druids of marine races, feel the call of the primal deeps. These druids seek to understand the life patterns that ebb and flow with its currents; they embrace the power of the oceans. The ocean answers the wavekeeper’s call, with awesome and devastating results.

Circle Beneath the Waves Features 

Druid Level 

Feature 

2 

Beast of the Sea, Wave Form (Small Size), Masterful Swimmer

6 

Wave Master, Wave Form (Medium Size) 

10 

Current Master, Wave Form (Large Size) 

14 

Call of the Abyss, Wave Form (Huge Size) 

 

Expanded Spell List 

Druid Level 

Spells 

3 

Darkness, Blur 

5 

Tidal Wave, Water Breathing 

7 

Black Tentacles, Control Weather 

9 

Cone of Cold, Seeming 

 

Masters of the Ocean

Once you have chosen this circle you gain if you didn't already have it, the ability to breath in both Air and water

 

Wave Form

Starting at 2nd Level, you gain the ability to transform your self using your wild shapes into a Water elemental Your size grows as you level up and become stronger. 

Wave Form Level 2 

Small elemental, neutral
Armor Class 14 (Natural Armor)
Hit Points 55 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

 

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Level 6 Wave Form

Medium elemental, neutral
Armor Class 14 (Natural Armor)
Hit Points 72 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

 

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Large Wave Form Level 10

Large elemental, neutral
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

 

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Huge Wave Form Level 14

Huge elemental, neutral
Armor Class 17 (Natural Armor)
Hit Points 155 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 5) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Masterful Swimmer

Starting at 2nd Level, You augment your swimming using the minutest of currents and swimming patterns, granting you a swim speed of 20 feet or increasing your existing swim speed by 10 feet if you have a natural swim speed.

Beast of the Seas

Starting at 3rd level, your gain an animal companion that continues to advance as you level up. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Druid level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). Your beast can Attack on your action or you can verbally command it to take the DashDisengage, or Help action. If you don't issue a command, the beast takes the Dodge action. 

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Your beast grows stronger at 5th level, then at 9th level and for the last time at 14th level.

  • 5th level - The beast Increases their AC by 2 
  • 9th Level - the beast can now use Multi Attack feature if they have one if not the beast may Attack with their primary weapon twice, Also your pets Hit points are now 6 times your Druid Level. 
  • 14th Level - Your beast may now act as a conduit for your spells and can deliver touch base spells. Additionally you add 1d12 to their damage of their primary attack 

 

Wave Master

Starting at 6th Level, when near a body of water you can focus a rush of water at a single creature within 30 feet. This jet of water can bludgeon or push back a creature, your Choice.

As a bludgeoning attack, the wave of water deals 1d6 points of bludgeoning damage per every two class level. A Dexterity Saving Throw reduces damage to half DC your Spell Save.

If you instead choose to push back a creature, treat the wave of water as a bull rush with a Strength Saving throw equal to 8 + your class level. On a failure the target is either pushed back 15 feet or knocked prone

Current Master

Starting at 10th Level, you gain the ability to create currents that move the water in your vicinity as a bonus action. The current flows in a direction you specify and affects water within 30 feet of your position. Creatures, including yourself, are moved in the direction the water flows. Your current moves at 10 feet per round. At 14th level, the speed of your current increases to 20 feet per round. You can use your current mastery to increase or impede the speed of a ship, though if you attempt to impede a ship with sails that ship’s speed is only reduced by 5 feet (or by 10 feet for a 14th-level wavekeeper).

Call of the Abyss

Starting at 14th level,  you can call upon the very powers of the ocean’s currents to serve you. An elder water elemental answers your call, a creature made up of the swirling black lightness waters of the deepest abyss, retaining this lightness quality even when called to the surface. It attacks your opponents to the best of its ability. The Deadly elemental stays around for 1 minute or it dies, after which you must complete a Long rest before using this ability again. 

Elder Deep Elemental

Armor Class 19 (natural armor)

Hit Points 155 

Speed 40 ft. Swim, 15 ft. Walk

STR
22(+6)
DEX
18 (+4)
CON
20 (+5)
INT
4 (−4)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Str +8, Con +7

Skills Athletics +9, Perception +4

Damage Immunities poison

Damage Resistance Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses darkvision 90 ft., passive Perception 14

Languages understands the languages you speak

Water Funnel (Recharge 6). it causes spouts of water to form colliding with enemy targets in a 30 foot Sphere. Roll 1d6 (minimum of 2) the result is how many spouts of water form. The Water spouts deal 25 bludgeoning damage and then an additional 10 for every spout beyond two. The water funnels last for 3 rounds. Targets in the area may make a DC 15 Dexterity save for half damage.

Watery Presence. The Elemental can move through hostile targets so long as it is submerged in water. 

Actions 

Force-Empowered Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target you can see. Hit: 2d12 + 6 Bludgeoning damage.

Heal . The Deep elemental can sacrifice up to half his hit points to heal up to 3 targets. You may split the healing how ever you see fit. 

Reaction

Absorb Attack. Any attack that hits the Elemental often times misses. Roll 1d12 subtract that from the attack roll, if the attack misses it deals no damage, if it succeeds the elemental takes half damage. 

 

 

Circle Beneath The Waves Image

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