Circle Of The Seas

by TheDevastatingEmu

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Circle of the Seas

Though many druids are content to remain with their feet firmly placed in the ground, some take a very different calling. The sea. The powers of water are not to be doubted, as shown by these druids' immense repertoire of spells, abilities, and everything in between.

Spells of the Sea

Your natural affinity for the sea, as well as your powers of water grants you access to certain spells.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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.

Druid Level Circle Spells
2nd Ocean's Blast, Cure Wounds, Create or Destroy Water
3rd Icingdeath's Frost, Misty Step
5th Water Walk, Water Breathing
7th Water Wall, Control Water
9th Maelstrom, Destructive Wave (Deals bludgeoning damage, is water)

Ocean's Respite

Starting at 2nd level, you can use the nature of the ocean to heal yourself or companions. You can expend one spell slot to heal a player by touching them. The healing is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if you are underwater, to a maximum of 6d8.

Ocean's Beasts

You have communed with the creatures of the water. At second level, you are automatically able to Wild Shape into creatures with swimming speeds. You can also speak Aquan, if you couldn’t previously.

Being of the Sea

Beginning at 6th level, you may summon a spirit of the seas to fight with you. You may expend a use of your Wild Shape feature to summon an Ocean Spirit.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage. The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Ocean Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of water and plants from the deep, while others look like beasts of water. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

This creature uses the Ocean Spirit Statblock, a statblock made by me. Check it out on my profile page!

Power of the Sea

Starting at 10th level, the waters have become a reflection of your inner power. Whenever you hit a creature with bludgeoning damage, you may force it to make a Strength save against your spell save DC. If it fails the save, it is knocked prone as a rush of water knocks it off its feet.

You are the Sea

Beginning at 14th level, the Sea has become a part of you, and you a part of it. You may cast your Circle of The Seas first level spells at will.

 

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