Circle of the Healing Waves (5e Subclass)

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Circle of the Healing Waves[edit]

Druid Subclass

The Circle of the Healing Waves is made up of druids that have better fit themselves for life near and even in bodies of water. Druids of this circle prefer water life over land life, and often live among underwater civilizations of creatures otherwise unknown to man. As a member of this circle, your magic is influenced by the sea where you were initiated into the circle's mysterious rites.


Aquatic Focus

At 2nd level, you've created an aquatic trinket as part of your Oceanic studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. While holding this trinket, you have these benefits:

You know the Shape Water cantrip. The 5ft limitation is extended to 10ft. You may now use Shape water as an attack spell for 1d8 damage. With 30 ft range.


You have the Guiding Bolt 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 Guiding Bolt without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Once per day you can grant 6 willing creatures within 30 feet the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. This lasts for one hour.

If you lose the trinket, 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.

Aquatic Form

At 2nd level, you gain the ability to harness the oceans’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on an aquatic form, rather than transforming into a beast.

While in your aquatic form, you retain your game statistics, but your body becomes luminous; your hair and clothes flow as if you’re underwater. The form lasts for 1 hour.

Whenever you assume your aquatic form, choose which of the following underwater auras on your body; your choice gives you certain benefits while in the form, on the start of your turn you may use a free action to change your form if you choose:

Pistol Shrimp. An aura of the aggressive Pistol Shrimp forms around you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a liquid arrow that targets one creature within 60 feet of you. On a hit, the attack deals force damage equal to 1d8 + your Wisdom modifier.

Starfish. An aura of a healing Starfish appears over you. You can channel the energy and magic of life through the touch of your fingers, magically healing them. You have a pool of healing points. This pool of healing points is equal to your Druid level x 10. As an action, you can touch a creature and channel energy from a pool of healing points into a creature you touch to restore the same number of hitpoints, up to the maximum amount remaining in your pool. Alternatively, you can spend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. This feature has no effect on constructs.

Kraken. An aura of a strong Kraken appears over you. When you make a strength check or save you have advantage.

Moon Koi. The aura of the mysterious koi, appears over you. At the start of each of your turns, you fade from view, becoming translucent at first, and completely invisible if you are already translucent. You gain advantage on stealth checks. The translucency or invisibility ends if you take damage, make an attack roll, cast a spell, or dismiss or change your aquatic form.

Jellyfish. If a creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC + your ability modifier (a creature needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must forfeit targeting you, potentially wasting the attack or spell.


Circle Spells

Your travels and connection to the seas have granted you the ability to cast certain spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell counts as a druid spell for you.

Druid Level Spells
3rd Animal messenger, warding wind.
5th Pulse wave, wall of water.
7th Control water, ice storm.
9th Control winds, far step.
Pearl-Diving Charm

Beginning at 6th level, you can help other people venture into the depths. Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet. Water breathing spells that you cast can’t be dispelled by anyone other than you, and you gain water breathing as an extra prepared spell.

Aura Blessing

At level 10, your auras are now enhanced. For the pistol shrimp your damage is increased to 2d8 force damage. For the starfish you no longer need to touch in order to heal.( 30ft ) distance. With the Kraken you also gain 30 temp hit points. With the koi you become completely invisible at the start of each turn while the Koi is active without first becoming translucent. With Jellyfish if a creature fails this saving throw, they are magically charmed by you for 1 minute or until you do anything harmful to it. At the end of each of their turns, the creature can repeat the saving throw, ending the effect on a success. When this effect ends, the creature knows it was charmed by you, and they are also immune to this effect for 24 hours.

Water of Life

Starting at level 14 you gain the ability to use an action you cause the area around you 60ft to rain for 1 minute. All allies in the rain gain 1d8 plus your modifier at the start of their turn. As long as an ally is under the rain they gain the healing until the spell ends or you are incapacitated. You regain the ability to use this after a short or long rest.

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