Druid Circle - Circle of The Depths PDF

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Circle of the Depths

F
eeling an affinity for the deepest oceans, druids success. You may use this reaction a number of times equal
of the circle of the depths nurture a special to your wisdom modifier, and regain expended uses when you
connection to life beneath the waves. While finish a long rest.
some protect the coast from monstrous threats Mantle of Tentacles – Your connection is to a tentacled
and work to ensure a bountiful harvest of fish, denizen of the deep such as an octopus, squid, or jellyfish.
some are also devoted to the alien creatures that You no longer require at least one free hand to initiate or
live in the deepest recesses of the ocean, and maintain a grapple, and you can grapple multiple creatures
others personify the vengeful and stormy nature of the ocean simultaneously. When you hit a creature with a melee attack,
itself, acting as vicious embodiments of nature’s wrath. you can use your bonus action to attempt to grapple the
target is they are your size or smaller. You can do this a
Two Worlds number of times per day equal to your wisdom modifier and
At second level, you have become adapted to the magic you regain expended uses when you finish a long rest. At the end
channel, and it has blessed you with the ability to easily be a of your turn, any creature you have grappled takes 2d4 poison
part of both the surface world and the underwater one. You damage.
can breathe both air and water with equal ease and you have Endless Maw – Your connection is with a predatory beast
a swimming speed equal to your walking speed. You retain whose hunger is all consuming. Whenever a creature fails a
both of these benefits in your wild shape forms. Additionally, save against one of your druid spells, you can pull that
you can cast the speak with animals spell at will with this creature ten feet directly towards you. Additionally, when you
feature. The spell only allows you to speak with beasts which hit a creature with melee attack, you can use your reaction to
have an innate swimming speed when you cast it in this way. deal an extra 1d8 necrotic damage on that attack. You can
You are also considered naturally adapted to extreme cold use this ability a number of times equal to your wisdom
and high-pressure environments resulting from the ocean’s modifier and regain expended uses when you finish a long
depths. rest.
Stony Shell – Your affinity is for the creature who scuttle
Water Magic along the seafloor such as lobsters and crabs, or even for the
The spells shown below are added to the druid spell list for shells which litter the ocean floor. When you or another
you. Once you reach the level listed for a spell in the table, creature you can see within 10 feet of you is hit with an
you always have that spell prepared, and it doesn't count attack, you can use your reaction to raise the AC of the target
against the number of spells you have prepared. of the attack, potentially causing the attack to miss. The
bonus to AC is equal to your wisdom modifier and lasts until
Water Magic Spells the attack is resolved. You can use this ability a number of
Druid Level Spells times per day equal to your wisdom modifier and regain
3rd Darkness, Misty Step expended uses when you finish a long rest.
5th Wall of Water, Water Breathing
Wave Rider – Your connection is to the freedom of the
boundless sea, and to the creatures who live in its upper
7th Control Water, Watery Sphere waters such as dolphins or seals. Your walking speed
9h Cone of Cold, Maelstrom increases by 10 feet, and all wild shape forms you take also
benefit from a 10 foot increase to all their speeds.
Whenever you cast one of your Water Magic spells, or a Additionally, you can take the dash or disengage action as a
druid spell of first level or higher that deals bludgeoning, bonus action on your turn. You may do this a number of times
lightning, or cold damage, the ground within 10 feet of you per day equal to your wisdom modifier and regain expended
becomes difficult terrain for creatures other than you until uses of this feature when you finish a long rest.
the start of your next turn as oily water churns around your
legs. Grasp of the Deep
At tenth level, your spells become even more powerful.
Oceanic Affinity Whenever you deal bludgeoning, cold, or lightning damage to
At sixth level, your connection to a specific facet of the a creature with a spell of first level or higher, you add your
oceanic world manifests itself more strongly. Choose one of wisdom modifier to the damage dealt. Additionally, whenever
the following options: you cast a spell of first level or higher that moves a creature,
Storm Leviathan – Your connection is to the ocean’s you can use your bonus action to move that creature an
stormy surface, charged with blasts of lightning. Alternatively, additional 10 feet or to knock them prone.
your connection could be to an electric eel. Whenever you or
an ally takes damage from a creature within 10 feet of you, Aquatic Form
you can use your reaction to cause lightning to shock the At fourteenth level, you have mastered the ability to transform
creature which damaged you. The creature must make a into the water you venerate. You can expend a use of your
dexterity save against your spell save DC, taking 2d8 wild shape feature to transform into a Water Weird as though
lightning damage on a failed save, or half as much on a it were a beast eligible for your wild shape feature. The Water
Weird form you transform into gains a walking speed of 40

CIRCLE OF THE DEPTHS | DRUID


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feet and also loses the “Water Bound” feature.
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