Circle of Waves (5e Subclass)

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Circle Of Waves[edit]

Druid Subclass

Druids that form circles beneath the surface of the oceans. These druids usually form close bonds to neighboring coastal land druids, though wave druids focus more on the state of the ocean, cleaning up pollution and the like.

Gifts Of The Sunlight Zone

At 2nd level, your attunement to the ocean gives you gifts to live within in it. You gain the following benefits:

  • You can speak, read, and write Aquan, if you already know Aquan, choose another language.
  • You gain a swimming speed equal to your walking speed.
  • You can breathe underwater for a number of minutes equal to 5 × your Wisdom modifier.
  • You can communicate with Small or smaller aberrations, beasts, elementals, and monstrosities that have an innate swimming speed.
  • You gain darkvision out to 60 feet when you are underwater.

You also learn the shape water cantrip if you didn't already. This spell doesn't count against the number of cantrips you know.

Undersea Creatures

When you choose this circle at 2nd level, you ignore limitations for creatures with a swimming speed, and the maximum Challenge Rating for your Wild Shape feature is 1 as long as the beast has an innate swimming speed., otherwise, you must obey the other rules for Wild Shape. At 6th level, the maximum Challenge Rating increases to 2 as long as the beast has an innate swimming speed.

Mastery Over The Waves

At 6th level, you have mastered the waves and can control them as you like, you can cast the control water spell as a 4th-level spell a number of times equal to your Wisdom modifier, without expending spell slots or material components. You regain all expended uses after you finish a long rest.

Gifts Of The Midnight Zone

At 10th level, your body has adapted to the harsh underwater environment, giving you boons that work in and out of water. You gain the following benefits:

  • Your swimming speed increases by 50 feet.
  • You can breathe both air and water.
  • You can communicate with Huge or smaller aberrations, beasts, elementals, and monstrosities that have an innate swimming speed. Beasts with a size of Medium or smaller that have an innate swimming speed also have disadvantage on attack rolls targeting you.
  • You gain resistance to cold and lightning damage.
  • You gain darkvision out to 120 feet while underwater, and 60 feet while out of water.
Gift Of The Trenches

At 14th level, the ocean had lent you its powers, but not its secrets. Now it has decided that you are worthy of learning these secrets. You have gain the following benefits:

  • You can speak, read and write Primordial and Deep Speech.
  • Being underwater, you take no penalties to your vision.
  • You gain a new way of using the control water spell: You can cause tendrils of water to lash out at enemies. Choose up to 5 creatures you can see within range, and make a melee spell attack roll to each creature, dealing 5d10 bludgeoning or cold damage (your choice). Each creature you hit must make a Strength saving throw against your druid spell save DC. On a fail, they are grappled as water tries to drown them― while grappled in this way, the creature is also restrained. Water elementals automatically fail their saving throw and their immunity to the conditions are ignored. At the end of their turns, the creatures can repeat the saving throw, and if they fail, they take 3d4 cold damage. As an action, grappled creatures can repeat their saving throw, breaking free of the grapple on a success.
  • You can cause bioluminescent lights to appear across your body. These lights can shed bright light out to a range of 5 to 15 feet, and dim light out to a range of 5 to 30 feet. You can change the color of these lights at will.
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