Base Class: Druid
Druids who are members of the Circle of the Sea have formed a bond with the seas and the power that flows from them. The druids have learned to flow like the ocean and thrash like the waves. They are usually very friendly and nice but, they will do anything to protect the ocean and its inhabitants, no matter what the cost. They tend to prefer living by major bodies of water as that is where they are comfortable, but they will journey out of that comfort zone if they deem it necessary
Bond of the Sea
2nd-level Circle of the Sea feature
You have learned the ins and outs of the ocean and have received the following benefits: You can cast the speak with animals spell a number of times equal to your Wisdom modifier but only on sea life, You gain proficiency with water vehicles, You know the shape water cantrip.
Forms of the Sea
2nd-level Circle of the Sea feature
As a bonus action, you can expend a use of your Wild Shape feature to take on the form of a beast of the sea, rather than transforming into a beast.
While in your beast form, you gain 5 times your druid level hp, your body becomes translucent; your joints glimmer like the sea and ripples flow through your form. You also gain a swimming speed of 30ft while in this form The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your beast form, choose which of the following animal's shapes you take on; your choice gives you certain benefits while in the form:
Crustacean. Your form resembles a crustacean such as a crab or a lobster. When you activate this form you gain the following benefits: You gain a natural armor of 13+dex, as a bonus action you can make a melee claw attack that deals 2d6+your wisdom modifier slashing damage
Cephalopod. Your form resembles a cephalopod such as a squid or an octopus. While in this form you gain the following benefits:, You gain advantage on Dexterity saving throws and ability checks, as a bonus action you can make a melee tentacle attack that deals 1d10+your wisdom modifier bludgeoning damage.
Mollusk. You take on the form of a mollusk such as a clam or a snail. You gain the following benefits: When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10, As a bonus action you can make a ranged slime attack that does 1d8+your wisdom modifier acid damage, and it heals you for half of the damage dealt.
Circle spells
2nd level feature
As a part of the Circle of the Sea, you gain the following circle spell list:
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | Create or destroy water, Fog Cloud |
| 3rd | Misty Step, Warding Wind |
| 5th | Tidal wave, Wall of water |
| 7th | Watery sphere, Control Water |
| 9th | Destructive Wave, Maelstrom |
Quirk of the Sea
Your bond with the ocean has grown enough that you can take on a quirk. You may either roll for the quirk or pick the one you want, you do not need to pick a quirk.
| d6 | Quirk |
|---|---|
| 1 | You periodically have sea water pour out of your mouth, nose, and/or nose |
| 2 | Your skin feels like sandpaper |
| 3 | You have grown nice and shiny scales |
| 4 | When you snore it sounds like whale noises |
| 5 | You have developed webbed feet |
| 6 | You occasionally get the urge to jump into the nearest body of water |
Blessings of the wind
6th-level Circle of the Sea feature
Whenever you finish a long rest, you can consult the winds for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
North Wind(even). Whenever you hit a creature with your wild shape's natural weapon you deal 1d8 extra cold damage and the enemy has there speed reduced by 20ft
South Wind(odd). Whenever you hit a creature with your wild shape's natural weapon you deal 1d8 extra fire damage and you and every ally within 30ft of you gain 1d8+your wisdom modifier temporary hitpoints.
Improved forms of the sea
10th-level Circle of the Sea feature
Each of your Deep beast forms gains the following benefits
Crustacean: Your claws now deal 4d6 damage, and You can use the disengage action after using your claws
Cephalopod: Your tentacles now deal 2d10 damage, and you gain a climbing speed of 30ft
Mollusk: Your slime attack now deals 2d8 damage, and you gain resistance to non-magical piercing, slashing, and bludgeoning damage.
Heart of the sea
14th-level Circle of the Sea feature
You become one with the sea and gain the following benefits: You gain a swimming speed of 60ft, You gain resistance to cold and fire damage, and while you are in one of your forms of the sea you gain +2 ac.
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Posted Jan 17, 2021Wrote nose twice on accident one of those is supposed to be ears