Sea based Druid subclasses

by BurninDino

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Druid: Circle of the Sea King

Water Linked

2nd level Circle of the Sea King

You gain a swimming speed equal to your walking speed and are considered amphibious, these traits also go over to your wild shape. For wild shape you can ignore the no swim speed restriction.

Pirates Crew

2nd level Circle of the Sea King

As a bonus action you can use your wildshape and declare a number of people equal to your wis mod a part of your crew (this can include yourself). Upon doing so they gain the effects of the bless and heroism spell for 1 min. You are also prof with martial weapons and firearms.

Circle Spells

2nd level Circle of the Sea King feature

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

Circle of the Sea King Spells
Druid Level Spell
3rd Crown of Madness, Ray of Enfeeblement
5th Conjure Barrage, Slow
7th Banishment, Storm Sphere
9th Conjure Volley, Skill Empowerment

Fighting Dirty

6th level Circle of the Sea King feature

You can add your wisdom modifier to cantrips damage rolls as well as to weapon attacks damage rolls.

Swab the Deck

6th level Circle of the Sea King feature

When you land an attack you can force the target to make a str save against your spell casting dc. If you hit with a melee attack and they fail they fall prone. If you hit with a ranged attack and they fail they are pushed 15 ft away. You can do this once per turn. This feature also allows you to make two weapon attacks a turn.

Scurvy (W.I.P for replacement)

10th level Circle of the Sea King feature

A number of times equal to your wisdom mod per long rest you can use a bonus action to make a target make a con save against your spell save dc. On a failed save their movement speed is halved, and all their attacks are done at disadvantage until the start of your next turn.

Davy Jone's Locker

14th level Circle of the Sea King feature

You can force one target you can see in range to make a con save. On a failed save they are feared, poisoned, and blinded for 1 min. They can repeat the save at the end of each turn on three failed saves they are petrified for 1 min on three successful saves they are cured of all conditions applied by this. You can do this once per short rest.

Druid: Circle of the Depths

Water Linked

2nd level Circle of the Depths

You gain a swimming speed equal to your walking speed and are considered amphibious, these traits also go over to your wild shape. For wild shape you can ignore the no swim speed restriction.

Rejuvenating Waters

2nd level Circle of the Depths

You can command the forces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling the spirit of the sea, you can heal your allies and damage your foes in one fell swoop.

As an action you can flood yourself or an ally you can see within 30 feet with rejuvenating waters to restore hit points equal to 1d6 + druid level to all allies in the radius and deal cold damage equal to 1d6 + your druid level to all enemies on a failed con save against your spell save dc. You can use this feature a number of times equal to your wisdom mod per long rest. The radius of the water is 15 ft around the target.

Circle Spells

2nd level Circle of the Depths feature

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

Circle of the Depths Spells
Druid Level Spell
3rd Rime's Binding Ice, Blindness/Deafness
5th Fear, Bestow Curse
7th Greater Invisibility, Shadow of Moil
9th Negative Energy Flood, Destructive Wave

Adapted Form

6th level Circle of the Depths feature

You gain blindsight out to 30 ft and are immune to extreme pressure and extreme cold. You gain cold resistance.

Whirlpool

10th level Circle of the Depths feature

You can pick two targets within 90 ft of you and if they are willing have them switch places. If they are not willing they make a str save against your spell save dc and on a failed switch places. The whirlpool you created that switch their places remains for 1 min as difficult terrain for those without a swim speed in a 15 ft radius around the two positions. (You can use this on yourself). You can do this one time per short rest or you can expend a spell slot of 3rd level or higher to preform it as well.

Davy Jone's Locker

14th level Circle of the Depths feature

You can force one target you can see in range to make a con save. On a failed save they are feared, poisoned, and blinded for 1 min. They can repeat the save at the end of each turn on three failed saves they are petrified for 1 min on three successful saves they are cured of all conditions applied by this. You can do this once per short rest.

Druid: Circle of the Kraken

Water Linked

2nd level Circle of the Kraken

You gain a swimming speed equal to your walking speed and are able are considered amphibious, these traits also go over to your wild shape. For wild shape you can ignore the no swim speed restriction.

8 Appendages

2nd level Circle of the Kraken

You can expend a use of your wild shape as a bonus action to give you a few extra appendages. This last for 1 min. Whilst you have theses appendages you gain the ability to bonus action attack (including the turn you give yourself these tentacles). This bonus action attack can either be a cantrip or it can be a unarmed strike with the tentacles. (The tentacles are an unarmed attack that scale off your wisdom. They have a 10 ft reach. Their damage is 1d10+@mod at 2nd level and becomes 2d10+@mod at 14th level.

Circle Spells

2nd level Circle of the Kraken feature

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

Circle of the Kraken Spells
Druid Level Spell
3rd Tasha's Mind Whip, Web
5th Pulse Wave, Lightning Bolt
7th Greater Invisibility, Storm Sphere
9th Hold Monster, Cloudkill

Grappled Strike

6th level Circle of the Kraken feature

When you strike with a cantrip that doesn't have a save tied to it or with your tenticles you can force the target to make a str save against your spell save dc and on a failed save they are restrained. You can do this a number of times equal to your wisdom mod per short rest.

Kraken Talents

10th level Circle of the Kraken feature

When you expend a wild shape to grow your tentacles you can choose to gain the benefits of the enlarge spell. You are also considered a siege weapon and deal max damage to objects, you also gain immunity to lightning damage whilst you have the tentacles out.

Ship Sinker

14th level Circle of the Kraken feature

You can expend both uses of wild shape to become a Kraken Priest.

 

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