Circle of the Tides (5e Subclass)
Circle of the Tides[edit]
Druid Subclass
Druids of the Circle of the Tides embody the wild freedom and crushing power of the ocean. They are stewards of coasts, reefs, and storm-tossed shores, drawing strength from the eternal ebb and flow of the sea. These druids wield water not as a passive element, but as a force of defense, healing, and destruction. They do not summon creatures of the sea; instead, they become one with it.
Druid Level | Spells |
---|---|
2nd | feather fall |
3rd | create or destroy water, fog cloud |
5th | sleet storm, water breathing |
7th | call lightning, ice storm |
9th | control water, control weather |
- Oceanic Affinity
Starting at 2nd level, your connection to the sea grants you the ability to breathe underwater, and you gain a swim speed equal to your walking speed.
Additionally, you can expend one use of your Wild Shape as an action to create a Tidal Surge at a point you can see within 30 feet. A 15-foot-radius sphere of crashing water erupts from that point. Each creature in the area must make a Strength saving throw against your druid spell save DC. On a failed save, a creature takes 1d8 cold damage and is pushed 10 feet away from the center. On a successful save, the creature takes half as much damage and is not pushed. The area becomes difficult terrain until the start of your next turn.
The damage increases to 2d8 at 10th level and 3d8 at 14th level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
- Cold Currents
At 6th level, your body is attuned to the shifting and sea. You gain resistance to cold damage. When you are submerged in water or standing in natural precipitation (such as rain or snow), you also gain resistance to lightning damage and advantage on Strength and Dexterity saving throws.
In addition, whenever you use Wild Shape, you gain temporary hit points equal to your druid level.
- Undertow Defense
Starting at 10th level, your control over oceanic forces can repel attackers. When a creature you can see hits you with a melee attack, you can use your reaction to force them to make a Strength saving throw. On a failed save, the creature is pushed 15 feet away from you. If they are pushed into water, they are pushed up to 30 feet instead. Once you use this feature, you must finish a short or long rest before you can use it again.
- Maelstrom's Embrace
Beginning at 14th level, when you use your Tidal Surge feature, you can enhance it with raw oceanic fury.
For 1 minute after using Tidal Surge, the affected area becomes a maelstrom. Any creature that starts its turn in the area must succeed on a Strength saving throw or become restrained until the end of its turn. A creature that fails this saving throw also causes one creature of your choice within 30 feet (including you) to regain hit points equal to your Wisdom modifier (minimum of 1).
Once you use this feature, you can't use it again until you finish a long rest.
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