Druid Subclass: Circle of Waves

by FancyAlpaca

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Circle of Waves

Druidic Circle

At 2nd level, a Druid gains the Druid Circle feature. The Circle of Waves are available to Druids, in addition to those in the Player's Handbook and other official options:

Circle of Waves

Druids who follow the Circle of Waves are masters of the ocean's depths, the ebbs and flows of tides, and the power of water in all its forms. These druids are at home in the water, and their connection to the natural world is especially strong when they are in or near the sea. They possess a deep understanding and respect for the power of the ocean
and all the creatures that inhabit it.

As custodians of the waters, Circle of Waves Druids monitor the relationship between civilization and the oceans, rivers, and lakes. They use their innate magic found in the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk. They are also called upon to aid seafarers, whether to calm the waters or to protect them from dangers lurking beneath the waves.  

Druid Level Feature
2nd Circle Spells, Oceanic Focus, Aquatic Aura
6th Ebb and Flow
10th Flow of the Waters
14th Soothing Waves

Circle Spells

2nd level Circle of Waves feature

Starting at 2nd-level, your mystical connection with the ocean grants you access to certain spells. You learn the shape water cantrip, but it does not count against your total number of Cantrips Known.

When you reach certain Druid levels, you gain access to the spells listed for that level in the Circle of Waves Spells table. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Circle of Waves Spells
Druid Level Spells
2nd fog cloud, healing word
3rd misty step, lesser restoration
5th wall of water, tidal wave
7th control water, watery sphere
9th maelstrom, greater restoration

Oceanic Focus

2nd level Circle of Waves feature

At 2nd level, you've created an Oceanic focus as part of your dedication to the waters. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Oceanic Focus Form table or by choosing one. While holding this focus, you have these benefits:


  • You gain the ability to breathe
    underwater, and you gain
    swimming speed equal to                 your walking
    speed. You cannot gain                  this benefit while
    you are under the effect             of Wild Shape.
  • You have the Create or            Destroy Water  spell prepared. It counts as a druid spell for you,
    and it doesn't count against the number of spells
    you can have prepared.
  • You can cast Create or Destroy Water without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the focus, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous focus.

d10 Oceanic Focus Form
1 A starfish decorated with glowing rune
2 A wand shaped like a trident
3 A magical conch shell
4 A totem made of corals, seashells, and fish scales
5 A talisman made of pearls
6 A clear crystal orb with an aquarium inside
7 An idol of an aquatic god/goddess
8 A glob of water shaped like a fish
9 A waterskin filled with water from the ocean
10 A magical unpoppable bubble

Aquatic Aura

2nd level Circle of Waves feature

At 2nd level, as a bonus action, you can expend a use of Wild Shape feature to harness the oceans’ power to exude a mystical soothing watery force in a 15-foot radius aura centered on you and move with you. The creatures within the aura are wet and appear to be underwater, and their hair and clothing flow as if they are underwater. Creatures of your choice within this aura treat it as difficult terrain. If a creature has a swimming speed it ignores this effect.

Whenever a creature (including you) within the aura are about to take damage, you can use your reaction to unleash a stream of soothing water from your Oceanic Focus to that creature to grant temporary hit points equal to 1d8 plus twice your druid level that last until the start of the creature next turn.

Your Aquatic Aura lasts for 1 minute. Its effects end early if you end it as a free action, or if you are incapacitated or die.

Ebb and Flow

6th level Circle of Waves feature

Starting at 6th level, your soothing waters can now bounce to your enemy to deal damage. Whenever you use your reaction to grant a creature temporary hit points by the Aquatic Aura feature, you can make a ranged spell attack, the stream of soothing water bounce to another creature of your choice within 30 feet of the creature that you spend your reaction to give temporary hit points using your Aquatic Aura feature. On a hit, the attack deals magical bludgeoning damage equal to 1d8 plus your Wisdom modifier.

Flow of the Waters

10th level Circle of Waves feature

Starting at 10th level, your Aquatic Aura and your Soothing Water mystically improve. Your Aquatic Aura increases to 30 feet, last for 10 minutes, and creatures of your choice treat the area of your Aquatic Aura as difficult terrain even if they have a swimming speed.

Additionally, your Aquatic Aura feature now grants 2d8 plus double your druid level temporary hit points, and the damage of your Ebb and Flow feature now deals magical bludgeoning damage equal to 2d8 plus your wisdom modifier.

Soothing Waves

14th level Circle of Waves feature

Starting at 14th level, you call upon the ocean to summon a wave of soothing water to heal your allies and harm your enemies. As an action, You conjure up a wave of soothing water that crashes down on an area within 120 feet of you. The area can be up to 45 feet long, up to 15 feet wide, and up to 15 feet tall. Each creature of your choice in that area gains 4d6 hit points or each creature of your choice in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 magical bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Once you use this feature, you can’t use it again until you finish a long rest.

Druid Subclass

Circle of

Waves

Channel your inner natural power of the ocean to call upon the sea to sooth your allies to victory.

Circle of Waves (Version 2.0) Created by Fancy Alpaca, u/mikodyingnoodle

Inspired by: Circle of the Tides by LaserLlama

Artist Credits:

Front Cover Page : SMITE Yemoja by Kevin Sidharta.

Page 1 : Alien Coral by Anthony Brault, Sangonomiya Kokomi Genshin Impact by Hoyoverse.

Page 2 : Nami Legends of Runeterra by SIXMOREVODKA .

Back Cover Page: Ocean Magic by Julie Dillon .

 

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