Druid
Base Class: Druid

Circle of Waves

Druids of the Circle of Waves are tritons that channel the primal energies of the ocean. They harness the mystical restorative properties of the sea, and command the raw power of the tides. These druids go even further than typical tritons to protect wildlife underwater. The sea is precious to them and would do anything to defend it.

The Circle of Waves is an ancient order of druids, thought to have originated before humans walked the earth. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of times to come. Though tritons themselves, they often move beneath the depths in the shapes of the beasts surrounding them, warning their watery friends of dangers from above.

Circle of Waves

Your mastery of the sea and your ability to harness the powerful forces of water grants you access to certain spells. At 2nd level you learn the shape water cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Waves Spells table.

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.

Circle of Waves Spells
Druid Level Spells
3rd healing spirit, misty step
5th tidal wave, water walk
7th storm sphere, watery sphere
9th control winds, maelstrom

Circle of Waves - Cantrips

At 2nd level you learn the shape water cantrip.

In the Swim of Things

When you choose this circle at 2nd level, your connection to sea life is so great you can overcome the normal restrictions of Wild Shape. When you Wild Shape, you ignore swimming speed limitations imposed by your druid level.

Additionally, you cannot get lost at sea except by magical means.

Rejuvenating Waters

At 2nd level, you can command the forces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling the spirit of the sea, you can heal your allies and damage your foes in one fell swoop.

As an action you can flood yourself or an ally you can see within 30 feet with rejuvenating waters to restore hit points equal to 1d6 + your druid level. Then the waters leap to an enemy you can see within 30 feet of the previous target and deal cold damage equal to 1d6 + your druid level. Then the waters leap a final time to a different ally within 30 feet of the enemy to restore hit points equal to 1d6 + your druid level. If there is no creature within range, the ability ends. You can use this feature once before you finish a short or a long rest.



Water Barrier

At 6th level, you can create a temporary wall of water to block your foe's attacks. As a reaction to an attack or a spell being cast, create a 5 foot by 5 foot wall of water at a point within 30 feet. You must choose to do so before knowing the results of any roll. This wall of water prevents attacks and spells from passing through it. If the wall of water intercepts an attack or spell, it dissipates. Once you use this feature, you can't again until finishing a long rest.

Lifespring

Starting at 10th level, whenever a hostile creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause an ally within 30 feet of you to gain temporary hit points equal to your druid level + your Wisdom modifier.

Tidal Push

At 14th level, you gain the ability to control tidal forces, and keep your enemies at bay. You constantly emanate an aura that extends 15 feet in all directions from you. Any hostile creature in the aura must spend 2 feet of movement for every 1 foot it moves.

Circle Of Waves Image

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