Base Class: Druid
Waters. Seas. Lakes. Oceans. Rivers. Even the smallest ponds have a multitude of life within them. Food and fortune come from water. Cultures and civilizations depend on water. Life itself is dependent on water. Water also brings destruction and disaster. It is a force to be reckoned with. Tidal waves and tsunamis can devastated coastal region and demolish structures leaving nothing but ruins in their wake. Rivers can flood washing away settlements or people on the river bank. Disease can fester in standing waters. Yet despite all that, water can heal lands ravaged by fires or drought. Water can restore hope to lands that need it. Water is both a giver and taker of life. It is no surprise this fundamental part of nature has those that respect its power and can wield it themselves. Druids from the Circle of Waters can command water to aid those in need or rain destruction down on enemies who threaten civilization and the natural world alike. Commanding abilities to give water to the needy or drown their foes, members of this circle can be found near bodies of water maintaining balance just as the waters they revere.
Circle Spells
Due to your magical connection with water, you gain several water based spells. You gain access to these spells at 2nd, 3rd, 5th, 7th, and 9th levels. Once you gain access to these spells, they are always prepared, and they do not count against your total number of spells you can prepare each day. The spells that do not appear on the druid spell list are nonetheless druid spells to you.
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | create or destroy water, fog cloud |
| 3rd | calm emotions, misty step |
| 5th | tidal wave, wall of water |
| 7th | ice storm, watery sphere |
| 9th | dream, greater restoration |
Underwater Sight
Starting at 3rd level, you gain the ability to see underwater without any assistance or disadvantage given the water is not muddied or cloudy to prevent sight. Also not all water resides in rivers, ponds, or lakes. Seas and oceans go to depths where light fades away. Without light, creatures must rely on other options to see. You gain darkvision out to 60 feet. If you already have darkvision, its range is extended to 120 feet.
Waterborn
At level 6, your magical connection to water allows you move through water with ease. Water is no longer difficult terrain to you be it rivers, lakes, or the ocean. You move as easily through water as if you were on land. In a body of water if you become submerged completely and can reach the bottom, you can walk along the bottom as if it were normal ground. You also gain the ability to breathe underwater.
Bulwark of the Waters
Starting at 10th level, the healing power of water flows through your body giving you immunity to poison and disease and resistance to acid, cold and necrotic damage.
Water's Wrath
At 14th level, your deep connection to water allows you to channel its power in your very being. As a bonus action, you can consume 2 wild shape charges to wild shape into a water elemental.
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