Druid
Base Class: Druid

Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, winding rivers, they all influence mortals throughout their lives. Druids of the Circle of Tides monitor the relationship between civilization and the wild oceans, rivers, and ponds that give life. They sway and pitch with the force and power of the tides themselves, emboding the rough, roiling temperament of the sea: striking with all the ferocity of a whirlpool, and healing with all the tenderness of a gentle reef. 

Child of the Sea

You can breathe both air and water, and you gain a swimming speed of 50 feet.

Circle Spells

When you choose this circle at 2nd level, your mystical connection to the sea infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the tides you command and represent.

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

2nd

fog cloud, healing word

3rd

misty step, lesser restoration

5th

mass healing word, tidal wave

7th

control water, death ward

9th

maelstrom, mass cure wounds 

Tidal Aura

Also 2nd level, you can channel the mystical power of the tides. As an action, you can expend a use of your Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice treat this Tidal Aura as difficult terrain, and when any of those creatures enters the area for the first time on a turn or starts its turn there, it takes 1d6 cold damage.

Additionally, when you cast a spell of 1st-level or higher that restores hit points, you can restore additional hit points equal to your half your druid level to one other creature within your Tidal Aura.

Your Tidal Aura lasts for 1 minute, or until you choose to end it as a bonus action or are incapacitated, and when you gain the Ebb and Flow feature, you can use it on this feature, as if it were a spell of 1st level or higher.

Ebb and Flow

Starting at 6th level, your spells receive one alternating benefit, constantly swapping between High Tide and Low Tide as you cast spells, mimicking the sea itself. When you gain this feature, and whenever you finish a long rest, you return to High Tide.

High Tide. When you cast a druid spell of 1st level or higher that damages one or more creatures, you can choose one damaged creature that is Large or smaller. The target is pushed up to 10 feet away from you, and this feature is replaced with Low Tide.

Low Tide. When you cast a druid spell of 1st level or higher that restores hit points to one or more creatures, you can choose one such target that is Large or smaller. The target is pulled up to 10 feet towards you, and this feature is replaced with High Tide.

Waters of Life

Starting at 10th level, you can use the power of the oceans to rejuvenate your allies even as it hinders your foes. While your Tidal Aura is active, you can use a bonus action on your turn to distribute an amount of temporary hit points equal to your druid level amongst creatures within your Tidal Aura.

Each time you use this bonus action, any temporary hit points from a previous use of this ability immediately fade.

Master of Waves

When you reach 14th level, your bond with the waters of the world has reached its apex. You can cast the Control Water spell at will, without expending a spell slot, as long you target a body of water of sufficient size for you to manipulate.

In addition, the radius of your Tidal Aura increases to 30 feet, and the damage from your Tidal Aura increases to 3d6.

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