Circle of Tides
Hit Points
Hit Dice: d4 per Circle of Tides level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Druidic Circle
Druids of the Circle of Tides understand that nature is not something to be tamed or controlled, but rather something to work alongside with: nothing exemplifies this more than the sea itself. Its waves crash ceaselessly against the coastlines, and as the seasons change, so too does the sea’s gentle nature. It does not care for the desires of others for calmer waters, nor does it need care for who it harms: the only way to survive these changes is to adapt and grow. Members of this circle are never masters of nature, but students of its ever-changing essence
Quiet Undercurrent
Starting at 2nd level, you learn to listen to the spirits of nature running through the world and work alongside them rather than against them. As an action, you commune with the world around you. For one hour, you cannot be surprised while conscious, and difficult terrain doesn’t reduce your movement speed or the movement speed of creatures traveling with you. Additionally, for the duration of the hour, you and allied creatures within 15 feet of you gain a bonus to any Dexterity (Stealth) check made to hide in the natural terrain. This bonus is equal to your Wisdom modifier (minimum of +1). When you use your action to activate this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You have resistance to this damage type until the effect ends. If you expend another use of Wild Shape to use this ability again, the new damage type resistance replaces the previous one.The effect ends early if you are incapacitated.
Adaptation
Also starting at 2nd level, you can harness nature’s ever-changing energy to alter the world around you and even your own form. As an action, you can expend a use of your Wild Shape feature to adopt one of the following adaptations rather than transforming into a beast form. An adaptation lasts for 1 minute, or until you expend another use of your Wild Shape feature. You cannot have more than one adaptation active at a time.
- Alacrity: You can use a bonus action on your turn to take the Dodge action.
- Balm: Choose a creature you can see (this can be yourself). The first time the chosen creature drops to 0 hit points as a result of taking damage, the creature automatically has one successful death saving throw.
- Earthquake: You gain tremorsense out to 60 feet.
- Shell: Choose a creature you can see (this can be yourself). The chosen creature gains a bonus to their AC equal to half your Wisdom modifier, rounded down (minimum of +1).
- Tidal Wave: Swirling energy surrounds you. At the end of your turn, each creature within 5 feet of you must make a successful Constitution saving throw against your spell save DC or take force damage equal to 1d8 + your level in this class.
Ebb and Flow
At 6th level, your awareness of nature’s waxing and waning power allows you to shift even detrimental happenings to your benefit. When you are hit with an attack, you can use your reaction to take no damage and instead regain a number of hit points equal to half the damage dealt (rounded up). You can use this feature a number of times equal to your Wisdom modifier, and regain all uses after a short or long rest.
Shifting Sands
When conflict strikes, your adaptability grants you an edge in combat. Starting at 10th level, you can swap initiative counts with a hostile creature you can see. You can choose to do this after rolling initiative but before the first round of combat.
Increased Adaptation
Starting at 14th level, when you expend a use of your Wild Shape to use your Adaptation feature, you can also choose from one of the following options. As stated previously, an adaptation lasts for 1 minute or until you expend another use of your Wild Shape feature, and you cannot have more than one adaptation active at a time.
- Regrowth: Choose a creature you can see (this can be yourself). You immediately end one condition afflicting the chosen creature, and for the duration, the creature gains immunity to that condition.
- Roots: For the duration, you can use your movement on your turn to instead disappear into the earth. You then emerge out of the ground at a point of your choosing within 30 feet of your original location. You have advantage on your first attack roll after moving in this manner.
- Wind: You gain a flying speed equal to your movement speed. If you already have a flying speed, this adaptation increases your flying speed by 15 feet