Base Class: Druid
Water is the core element of life itself. Druids who reside within the Circle of Tides draw on water to manifest their powers. Whether it be ocean or sea; saltwater or fresh water; fish or mammal; if it lives in the water or is water, these Druids exercise its vital importance on the natural world.
Gift of the Tides
You are naturally attuned to life underwater. You can breathe underwater and gain a swimming speed of 30 feet. You also ignore the swimming speed requirement of Wild Shape.
Additionally, you can envelope a creature in water and allow the creature to use the water surrounding it in order to propel itself. As a bonus action, you can use a source of water within 60 feet of your target to completely cover yourself or another creature in water. To be eligible, the creature must be willing and have a swimming speed. The creature can then freely swim through the air as if it were swimming underwater, using its swimming speed to move. As it moves, the water surrounding it follows and keeps it covered the entire time. If the creature within the water drops to 0 hit points, the water loses its effect and drops to the ground harmlessly.
You can have only one creature affected by this feature at a time. This lasts for 1 hour or until you or the creature ends it early as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all expended features on a long rest.
Summon Marine Life
Starting at 2nd level, you can summon certain marine creatures. As an action, you can expend a use of your Wild Shape to summon a marine creature, rather than assuming a beast form. To be eligible, the creature must have a swimming speed, be able to breathe underwater or have the Hold Breath trait in its stat block, and be of a CR equal to 1/2 or less. Any creature summoned this way with the Hold Breath trait can hold its breath for a minimum of 1 hour. The CR maximum increases as your Druid level increases, becoming CR 1 at 7th level, CR 2 at 12th level, and CR 3 at 17th level.
The creature appears in an unoccupied space of your choice within 30 feet of you. If the creature can not breathe above water, it can hold its breath until the end of your next turn before it suffocates.
The creature is friendly to you and your companions and obeys your commands. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature can take any action of its choice, not just Dodge.
The creature manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon a creature again, or until you die.
Circle Spells
Your potent capability to manipulate water infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells detailed in the following block.
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.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Aquatics
Starting at 6th level, your time in the water has attuned your abilities. You or any creature you create with your Summon Marine Life feature has its swimming speed doubled.
Additionally, you can cast wall of water and water breathing without material components nor expending a spell slot. You can cast both of these spells once in this way, and when you do, you can not do so again until you finish a long rest.
Strength of the Riptide
When you reach 10th level, your bond with the seas has increased your strength. The attacks of any creature you summon with the Summon Marine Life feature count as magical for the purposes of overcoming resistances and immunities.
Additionally, whenever you or a creature is enveloped by water as per the Gift of the Tides feature, any melee attack deals an additional 1d8 cold damage.
Call from the Deep
At the 14th level, your connection to the oceans has attracted the attention of even the most fearsome of sea-dwelling monstrosities.
Whenever you summon a creature with the Summon Marine Life feature or cast a spell of 3rd-level or higher, you may choose to also temporarily summon a tentacle from the Kraken. A ripple appears in the floor or ground within 30 feet of you from which the tentacle emerges. The tentacle immediately makes an attack against a target of your choice, requiring no action from you. It has a +17 to hit, a reach of 30 feet, and deals 3d6+10 bludgeoning damage which counts as magical for the purposes of overcoming resistances and immunities. Additionally, the target is grappled and restrained (escape DC 18). If the tentacle misses the attack, it disappears. Otherwise, it remains as long as it is grappling a target. Once the target breaks free, the tentacle disappears.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses on upon finishing a long rest.
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