Druid
Base Class: Druid

Most of the world is ocean, and the druids of the Circle of the Deeps are among the few air-breathers who are one with its mysteries: crushing pressure, unfathomable creatures, and relics of an ancient past. Even those that dwell primarily above the waves find that their connection to the lightless depths gives them gifts that are frightening and unfamiliar to surface-dwellers.

Some druids of aquatic races also belong to this Circle, often taking a more protective stance toward the Deeps. A third branch of this Circle hides in plain sight: those who have embraced malice against the sunlit lands. They threaten to bring the terrors of the deeps to all of the material plane.

Oceanborn

Starting at 2nd level, you have resistance to cold, you have a swimming speed equal to your walking speed, and you can breathe water. If you normally breathe water, you gain the ability to breathe air instead, and you gain a walking speed equal to your swimming speed. You can withstand pressure to a depth of 1000 ft per druid level.

When you use your Wild Shape feature, you can transform into the shape of a beast with a swimming speed. Starting at 8th level, you can choose the shape of a beast with a swimming speed and a challenge rating of up to 2. 

With noises and gestures you can communicate simple ideas with Small or smaller beasts that have a swimming speed. 

Crushing Pressure

At 2 level, you wield the crushing pressure of the depths. When you hit a creature with a spell attack or a creature fails a saving throw against a spell you cast, you can spend your bonus action to knock the target prone, and its speed is halved until the beginning of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, 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.

Arctic
Druid Level Spells

3rd

hold person, spike growth

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Coast
Druid Level Spells

3rd

mirror image, misty step

5th

water breathing, water walk

7th

control water, freedom of movement

9th

conjure elemental, scrying

Desert
Druid Level Spells

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, insect plague

Mountain
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

Swamp
Druid Level Spells

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
Druid Level Spells

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

Pearl-Diving Charm

Beginning at 6 level, you can help other people venture into the depths. Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet. Water breathing spells that you cast can’t be dispelled by anyone other than you, and you gain water breathing as an extra prepared spell.

Where Eyeless Things Dwell

Starting at 10th level, you gain blindsight out to a range of 60 feet.

Furthermore, you can communicate telepathically with any creature you can see within 120 feet. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to speak at least one language.

Davy Jones’s Locker

Beginning at 14 level, when you knock a creature prone with your Crushing Pressure feature, you can also force the target to roll a Constitution saving throw. The target suffers 5d10 cold damage and is restrained for 1 minute on a failed saving throw; on a success, it suffers half damage and is not restrained. At the end of each of its turns, the target can attempt a new saving throw; on a success, it is no longer restrained. You can use this part of this feature once, and regain the use of it when you finish a long rest.

Furthermore, you regain all expended uses of Crushing Pressure when you finish a short or long rest.

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