Base Class: Druid
You pull on the essence of the world serpent that is destined to crush the world once it is released. A force of nature that is unstoppable even in the efforts of a god.
Creature of the Ocean
At 2nd level the World-Serpents essence has granted the ability to take the form of a creature that has a trait that allows it to breathe underwater as long as it has a CR rating equal to your Level+Wisdom modifier. However if the creatures CR rating is higher than your Level you will find yourself under an effect of lethargy, once you drop the wild shape you must make a constitution saving throw(DC 10) and on a failure you gain a level of exhaustion but if you succeed the DC for your next transformation increases by 5.
World-Breaker
At 2nd level any Druid spell you cast ignores the resistances and immunities an object has and deals double damage against the targeted object.
Magic of the World Serpent
At 3rd level you draw on the magic of the world serpent giving additional spells at 3rd, 5th, 7th and 9th.

Watery Grave
At 6th level you gain the ability to wrap water around those you defeat using cold damage, acid damage or a spell that manipulates water which grants them disadvantage on death saves until they are stabilised and if they die from the damage or from death save fails you gain temporary hit points equal to your Wisdom Modifier doubled.
King of the Sea
At 10th level you are granted immunity to any effects caused by water for example if you were in water you do not suffer negatives from difficult terrain and if you were to succeed on a dexterity saving throw and you would take half damage you take none and if you fail the saving throw you take half.
Fractured World
At 14th level when you become a creature above large size, for every 10 feet of movement you make causes the ground, if there is any, take an amount of d6 of bludgeoning damage equal to your wisdom modifier and a creature within 300 feet of you must make a constitution saving throw against your spell save dc and on a fail they take 3d10 force damage and are made prone, if in the air they hit the ground but if they are in the water they sink by 50 feet.
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