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Druid

Sea

The Circle of the Sea can take many forms. They could be peaceful defenders of the sea, vengeance seekers of those that defile the sea, incarnations of tempestuous wrath, or contemplative souls seeking solace in the ebb and flow of the tides.

Level Prepared Spells
3Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5Lightning Bolt, Water Breathing
7Control Weather, Ice Storm
9Conjure Elemental, Hold Monster
STR DEX CON
20 (+5)16 (+3)19 (+4)

Subclass Features

Lv 3

Wrath of the Sea

As a bonus action you can expend a use of Wild Shape and manifest a 5ft emanation of ocean spray around you for 10 minutes. It ends early if you dismiss it (No action required), you manifest it again, or become Incapacitated.

When you manifest your Emanation or by using a bonus action you can choose another creature you can see in the Emanation. The target must make a saving throw DC equal to your spell save DC. On a fail it takes D6 Cold damage equal to your WIS modifier and is pushed back 15 ft if it is Large or smaller. On a successful save it takes half damage and is not pushed back.

Circle Spells

Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Aquatic Affinity

The blessings of the sea intertwine with your powers. Your Emanation area increases by 5 ft and is considered Difficult Terrain. You gain a Swim speed equal to your movement speed and can hold your breath up to one hour.

Lv 10

Stormborn

The power of storms intertwines with your powers. While your Emanation is in effect you gain the following benefits

You have a Fly speed equal to your movement speed.

You have Resistance to Cold, Lightning, and Thunder damage.

Lv 14

Aid from the Deep

The sea itself grants you aid when you need it. Once per long rest you can summon up to two Ocean Spirits that take the form of Sharks, Octopi, or similar oceanic life. They appear within 5 ft of you and you can command them as a bonus action and remain for 1 minute. They can move up to 30 ft as part of the command and take the following actions

Distract: The Spirit distracts a target within 5 ft of it. On a failed CON saving throw DC equal to your spell save DC they have disadvantage on their next attack.

Restrain: The Spirit restrains a target within 5 ft of it. On a failed STR saving throw DC equal to your spell save DC the target can take only an action or bonus action during its turn.

Lv 17

Marine Form

Once per long rest your use of Wild Shape can change you into a heightened form. You appear as a rough skinned humanoid shark, tentacled humanoid octopus or similar variant. The temporary hit points you gain are equal to twice your Druid level. You have the following features

AC: 18

Speed: 30 ft, 120 ft swim

Skills: Intimidation +6, Perception +9

Senses: Blind Sense 30 ft, Can track a creature without full hit points up to 10 miles in water

Features: Passive Perception 21

One with the Ocean: While in water you can use an action to become Invisible for 1 minute or until you end it (No action required), make an attack, cast a spell, or take damage.

Actions

Bite: You bite a target, plus 11 to hit, 1D12 plus 5 Piercing damage plus 2D6 Cold, Lightning, or Thunder damage and on a failedSTR check save DC equal to your spell save DC is Grappled. A grappled creature takes 1D10 Piercing damage each turn it is Grappled. You cannot use this action while a creature is Grappled this way

Lightning Strike: One target within 60 ft must make aDEX saving throw save DC equal to your spell save DC and on a failure take 2D10 Lightning damage and 2D10 Thunder damage or half as much on a successful save (Recharge 6).