Circle of the Abyss Druid Subclass

by Heavensdoorlmao

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Circle of the Abyss

Abyss Spells

Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Abyss Spells table. These spells count as Druid spells for you, but they don't count against the number of Druid spells you prepare.

Abyss

Druid Level Spells
2nd Ray of Frost, Create or Destroy Water,
Find Familiar
3rd Summon Beast, Flock of Familiars
5th Conjure Animals, Sleet Storm
7th Control Water, Watery Sphere
9th Cone of Cold, Antilife Shell

Grasp of the Tide

Starting from 2nd Level, when you choose this subclass, you gain a swimming speed equal to your walking speed and you can hold your breath indefinitely underwater, if you already have a swimming speed, you add 20 feet to that swimming speed, in addition, you are always counted as under the effects of the "Speak with Animals" spell when communicating with creatures that have an innate swimming speed.

Breath of the Abyss

Also at 2nd Level, you are able to use Wild Shape to become any creature with an appropriate Challenge Rating while ignoring the restrictions of swimming speed, and any creature you summon or transform into using the Wild Shape feature through spells or features that has an innate swimming speed is able to treat the air up to 15 feet away from the ground as if it was water, allowing them to breath and fly through the air as if they were swimming. When you cast the "Conjure Animals," spell, the only creatures you are able to summon are: Hunter Sharks, Reef Sharks, Crabs, Giant Crabs, Plesiosauri, Constrictor Snakes, Dolphins, Flying Snakes, Frogs, Giant Constrictor Snakes, Giant Crayfishs, Giant Frogs, Giant Octopuss, Giant Sea Eels, Giant Poisonous Snakes, Giant Sea Horses, Giant Toads, Octopi, Poisonous Snakes, Sea Horses, Swarms of Poisonous Snakes, Swarms of Quippers, and Sylgars. You are also only able to summon creatures that have innate swimming speeds from spells like "Summon Beast" and "Flock of Familiars."

Call of the Depths

Starting from 6th level, any spell you have prepared that is able to summon creatures is counted as a ritual spell for you, takes half the time of a normal ritual spell, and any creature that was summoned through one of your spells gains a bonus to their attack and damage rolls equal to your Wisdom modifier divided by the amount of summoned creatures you currently have, rounded up, additionally, attacks of creatures you have summoned are counted as magical for the purpose of overcoming resistances and immunities. (This is to incentivize conjuring a godd**n Plesiosaurus)

Abyssal Exposure

Starting from 10th Level you can expose creatures to the power of the depths. As an action, you may choose a number of creatures equal to your Proficiency Bonus. They must succeed on a Wisdom Saving Throw(Save DC 8 + Wisdom + Proficiency Bonus) or become enveloped in the magic that allows your aquatic allies to breathe above the waves. They are treated as if they were underwater, and at the end of each turn they may make both a Wisdom and a Constitution Saving Throw, with save DCs equal to the DC of the prior Wisdom Saving Throw, if they fail the Constitution Saving Throw, they take Cold Damage equal to your Proficiency Bonus, and if they succeed on the Wisdom Saving Throw, the effect ends on that creature. You can use this feature once, and regain all expended uses at the end of a long rest.

Guardians of the Depths

Starting from 14th Level, whenever you are reduced to 0 hit points, a magical pool of water appears underneath of you, and tentacles rise up from it, covering you. Any creature within 5 feet of you must make a Dexterity Saving Throw(Save DC 8 + Wisdom Modifier + Proficiency Bonus) taking 3d4 magical Bludgeoning Damage and becoming knocked prone on a failure. Then, the tentacles plunge back into the pool, taking you to any point on the ground within 60 feet. Then, 3 Crab Folk climb out of the first pool. They are friendly to you and your allies, and take their turns directly after yours. If they receive no commands from you, they protect you from harm and attack your foes. This feature lasts for 1 hour, or until you dismiss it. The number of Crab Folk that appear from the pool increases to 5 when you achieve 20th level. You can use this feature once, and regain all expended uses at the end of a long rest.

 

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