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Circle of Seas (druid subclass)


Hit Points

Hit Dice: d8 per Circle of Seas (druid subclass) level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 (d8) + Con mod

Proficiences

Armor: see Druid
Weapons: see Druid
Tools: see Druid
Saving Throws: see Druid
Skills:

Class Features

Circle Spells - 2nd Level Druid Circle Feature

Your mystical connection to the sea manifests in the spells of your druid circle. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seas Spells table.

Once you gain access to one of these spells, 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.

Amphibious Nature - 2nd Level Druid Circle Feature

Starting at 2nd level, you gain a swimming speed equal to your movement speed, and gain the ability to breathe underwater.

Soul of the Ocean - 2nd Level Druid Circle Feature

As a druid of the sea, you bring the power of the ocean with you even while you're on land. When you cast a spell that summons a creature with an innate swimming speed, or when you use your Wild Shape feature to transform into a creature with an innate swimming speed, this creature is considered to have a movement speed equal to its swimming speed, can breathe air if it can't already and hovers up to 5ft above the ground whilst not submerged in water. This feature also removes the Swimming Speed limitation of your Wild Shape feature, allowing you to Wild Shape into aquatic or amphibious creatures.

Knowledge of the Tides - 2nd Level Druid Circle Feature

Starting at 2nd level, you gain proficiency with Tridents as well as two other of the following options:

  • You are proficient with Vehicles (water)
  • You are proficient with Navigators Tools & Cartographer's Tools
  • You learn your choice of the Shape Water, Ray of Frost or Acid Splash cantrips, which count as Druid cantrips for you. You also learn the Shillelagh cantrip, and when cast by you the weapon gains the Thrown property with a range of 20/60ft (similar to a Trident). Once thrown, the weapon retains the effect of the spell for its duration, until you cast it again or until a creature other than you picks up the weapon.
  • You always know which way is North, and how many hours are left until the next sunrise or sunset You learn Aquan and one additional language of your choice
  • You have advantage on Wisdom (survival) checks to track creatures with an innate swimming speed, and have advantage on Intelligence checks to recall information about them.
  • Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Druidic Dive - 6th Level Druid Circle Feature

Starting at 6th level, whenever you cast the spell 'Meld Into Stone, ' you can also step into objects made of wood or dirt, and can cast this spell whilst Wild Shaped as a creature with a swimming speed.

Whilst submerged as part of this spell, you can use your movement to move up to your movement speed from the position you submerged.

You can also cast this spell once per long rest without expending a spell slot.

Wild Waterbreathing - 10th Level Druid Circle Feature

Starting at 10th level, you can breathe underwater whilst Wild Shaped, even if your chosen creature normally can't. This creature also receives a swimming speed equal to its movement speed.

In addition, if you wild shape into a creature with an innate swimming speed or summon a creature with an innate swimming speed on land using your Soul of the Ocean feature, you or the summoned creature can hover up to 15ft above the ground in this form.

Rising Knowledge of the Tides - 10th Level Druid Circle Feature

Starting at 10th level, you gain an additional option from your Knowledge of the Tides feature gained at second level.

Arcane Aquarian - 14th Level Druid Circle Feature

Starting at 14th level, your Circle of the Sea spells offer you additional benefits when cast by you:

  • Create or Destroy Water. When using this spell to create rain, you can remain concentrated on this spell for up to a minute to maintain this rain on subsequent turns. At the start of your subsequent turns, any water created in the previous round vanishes.
  • Armor of Agathys. Whilst you have the temporary hit oints created by this spell, you are resistant to cold damage.
  • Snilloc's Snowball Storm. On a failed save against this pell, the creature takes an additional 1d4 cold damage for very level the spell was cast at.
  • Wall of Water. The wall created by this spell is not onsidered difficult terrain by you or creatures you designate.
  • Control Water. As part of casting this spell, you can also ast Create or Destroy Water to create additional gallons of ater to manipulate. These spells are both cast using the ame action, but each consume spell slots as though they ere cast individually.
  • Storm Sphere. Friendly creatures don't take bludgeoning amage from the sphere when it appears or when they end heir turn in the sphere.
  • Cone of Cold. Friendly creatures automatically succeed on he saving throw against this spell.
  • Maelstrom. As part of casting this spell, you can also cast Create or Destroy Water to create additional gallons of water o manipulate. These spells are both cast using the same ction, but each consume spell slots as though they were cast ndividually.

 


Druid LevelSpell
2ndCreate or Destroy Water, Armor of Agathys
3rdSummon Beast (TCE), Snilloc's Snowball Storm (XGE)
5thWall of Water, Conjure Animals, Meld into Stone
7thControl Water, Storm Sphere
9thCone of Cold, Maelstrom

Created by

perrin ellis.

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