Druid
Base Class: Druid

Druids who are members of the Circle of Tides come from societies where bodies of water are central. They seek to understand its nature and take control of it, hoping to turn its strengths into their own. They tend to stick around wherever the water flows as it is where they are the strongest. Their order is much more spread out, but understand that no matter the distance the waters connect them all.

Circle Spells

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Tides Spells table. Once you gain access to one of these spells, 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 Tides Spells Table

Druid Level

Circle Spells

2nd

Shape Water

3rd

Calm Emotions, Hold Person

5th

Wall of Water, Water Breathing

7th

Control Water, Watery Sphere

9th

Hold Monster, Maelstrom

Aquatic Lungs

Starting at 2nd level, you have become a native of the waters and you can now breathe underwater

Watery Form

Also at 2nd level, you take control of the natural flow of water, becoming a spring of water yourself. You gain the ability to envelope yourself with water. As an action, you can expend a use of your Wild Shape feature to envelope yourself with water, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. If you are submerged in water, instead gain 6 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits.

  • Whenever you hit a creature with a melee attack that is large or smaller, the creature must make a strength or dexterity saving throw against your spell save DC. If the creature fails, it is grappled and unable to breathe unless it can breathe water. A creature can use their action to make the save again.
  • Grappling while in this form does not require a free hand
  • You gain immunity to Poison
  • You gain a swimming speed equal to your movement speed
  • Your size is large

These benefits last for 10 minutes, until you lose all these temporary hit points or until you use your Wild Shape again.

Violent Torrent

At 6th level, you’ve grown attuned to the violent tides of water, allowing you to control them as you wish. As a bonus action you can amass a violent torrent on a creature you have grappled. The creature takes 1d8+ your spell attack bonus force damage immediately and again at the end of their turn until they escape the grapple. You can do this as many times as 1/3rd your druid level.

Siphoning Grasp

Beginning at 10th level, you learn how to use the flow of water to siphon life from your enemies. Whenever you grapple a creature you recover 1d4 health.

Flourish of Tides

Beginning at 14th level, you’ve mastered the flow of water, allowing you to bring its violence to its peak. Whenever Watery Form ends, hostile creatures in a 10 foot radius around you must make a strength saving throw against your spell save DC. On a failed save the creature takes 8d6, or half as much damage on a successful save. If a creature is grappled by you when this happens, they automatically fail the saving throw and take an additional 4d6 force damage.

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