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### Druidic Circle: Circle of the Depths #### Murky Depths Starting as 2nd level, the depths' darkness can aid you. As an action, you target a point you can see within 30ft. The darkness of the depths begins to swirl causing the area around it to be heavily obscured for 10 feet and lightly obscured for an additional 10 feet. This effect lasts for 1 minute. You can use this feature a once and regain the ability to do so after a long rest. While you have no uses available, you can expend one use of your wild shape feature to use this feature again If you use this feature underwater your targeting range is increased to 60 feet. #### Aquatic Adaptation Starting at 2nd level you gain a swim speed equal to your walking speed, can breathe underwater and you gain darkvision to a range of 60 feet. If you already have darkvision it's range increases by 30 feet. You ignore the swim speed limitation on your wildshape form and when you wildshape you always can breathe underwater and have a swim speed equal to your forms highest movement speed. If the creature already has a swim speed it's speed is increased by an amount equal to your walking speed. Additionally, as an action, you can expend a use of your wild shape feature and target a number of creatures you can see within 30ft of you up to your wisdom modifier (minimum of 1) and grant them a swim speed equal to their walking speed and the ability to breathe underwater. This effects duration is equal to your wild shape features duration. #### Submerged Aclimatisation Starting at 6th level your body is used to the conditions at the deepest parts of the world that threaten to freeze and crush you, you gain resistance to cold and bludgeoning damage and are immune to extreme cold weather.
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\columnbreak #### Hidden in the Deep Starting at 6th level, the depths far below the surface hold vast dangers and incredible beauty masked by the black void. As an action you can target a number of creatures equal to your wisdom modifier (minimum of 1) wihtin 20ft of you, you and all targeted creatures become invisible, this effect ends for a creature if they make an attack roll, force a creature to make a saving throw or get more than 20ft from you. If you are the one to end the feature then the effect for all targeted creatures is ended. All creatures affected by this feature remain visible to each other. This feature lasts for as long as your wild shape feature does and requires concentration. #### One with the Deep Starting at 10th level the void at the deepest part of the ocean has caused you to refine your senses, you gain blindsight to a range of 30ft, if you're underwater it's range is increased to 60ft. You become one with the water. You can move through other creatures and through gaps as small as 1 inch without squeezing. While submerged your swim speed is doubled and you can take the disengage action as a bonus action on your turn. #### Turbulent Currents Starting at 14th level you can call on the power of the currents to help you. As an action you cause the currents to swirl around you causing the area within 30 feet of you to surge and move with you. All creatures of your choice within this range must make a strength saving throw at the start of it's turn or be moved 15 feet away from you. The sphere of these currents also counts as difficult terrain for those creatures of your choice. This effect lasts for 1 minute and requires your concentration. For the duration you can use a bonus action to target a creature you can see within your currents and force them to make a strength saving throw, on a failure they are moved in a straight line towards or away from you up to a distance of 15 feet. A creature can choose to fail this saving throw. If you're underwater the range increases to 60 feet and the distance you move creatures is increased to 30 feet.