Druid
Base Class: Druid

Druids of the Circle of the Tides channel the primordial elemental magic held within water, wielding it to the detriment of their foes and the aid of their allies. While this practice in and of itself is not unique, the druids of the Circle of the Tides are special in that they do not restrict themselves to staying beneath the waves or near shorelines. Instead, they bring the strength of the sea with them wherever they go, carrying it within their hearts and souls no matter where they may find themselves.

One with the Sea

When you choose this circle at 2nd level, your primal magic grants you the ability to breathe underwater and move dexterously in such environments. You gain a swimming speed equal to your walking speed and can breathe underwater.

Tide Surge

Also at 2nd level, you carry a fragment of the power of the seas with you at all times. As a bonus action, you can spend a use of your Wild Shape feature to conjure a 10-foot-radius pool of magical water centered on you, which lasts for up to 10 minutes, until you’re killed, or until you choose to end it as a bonus action. The pool moves with you and counts as difficult terrain for creatures of your choice. When you summon it, any creatures of your choice that are of Large or smaller size within its area must make a Strength saving throw. On a failed save, a creature gets pushed to an unoccupied space outside the radius. For the duration, you gain the following features:

  • Once per turn when you deal damage to a creature with a spell or a weapon attack, you can choose to deal an additional 1d8 cold damage to the target.
  • When you use your Wild Shape feature to take on the form of a beast that can only breathe underwater, you count as being underwater.

The radius of your Tide Surge feature increases to a 20-foot radius at 10th level and a 30-foot radius at 18th level.

Circle Spells

Your mystical connection to the sea and waters of the world grant you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sea.

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 the Tides Spells
DRUID LEVEL SPELLS
3rd mirror image, misty step
5th tidal wave, wall of water
7th control water, watery sphere
9th conjure elemental (Water Only), maelstrom

Rejuvenating Waters

At 6th level, you’ve learnt how to infuse the water you create with restorative magic. At the beginning of each of your turns, you and creatures of your choice within your Tide Surge radius regain a number of hit points equal to your Wisdom modifier.

Oceanic Veil

At 10th level, the waters you wield shield you and your allies from harm. While your Tide Surge feature is active, you and creatures of your choice within your Tide Surge radius gain the benefits of half cover.

Lord of Tides

At 14th level, you’ve learnt how to exert greater control over the well of water you control. You gain the following features:

Crashing Waves. Whenever a creature moves into melee range of you while your Tide Surge feature is active, you can use your reaction to force it to make a Strength saving throw. On a failed save, a creature is knocked prone, as a powerful wave of water crashes into them.

Fountain of Invigoration. While your Tide Surge feature is active, you can use your action to empower the healing qualities of its water. After doing so, you can choose a creature within the radius and end one spell or effect causing it to be poisoned, stunned, paralyzed, blinded or deafened.

Murky Water. While your Tide Surge feature is active, you can use your bonus action to disturb the water, making it murky. Until the beginning of your next turn, your Tide Surge radius is considered heavily obscured.

Circle Of The Tides Image

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