Circle of the Tides
Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence the lives of mortals. Tidal Druids monitor the relationship between civilization and the waters of oceans, rivers, and lakes. They are often found using the innate magic found in the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.
Druid Level Feature
2nd Disciple of the Sea, Circle Spells,
Tidal Aura (15 ft.)
6th Undertow
10th Waters of Life
14th Master of the Waves, Tidal Aura (30 ft.)
Disciple of the Sea
2nd-level Circle of the Tides feature
Your dedication to primal waters
has changed you. When you join
this Circle, you gain the ability to
breathe both air and water, and
you gain a swimming
speed equal to your
walking speed.
Circle Spells
2nd-level Circle of the Tides feature
Your connection with the primal waters grants you access to certain spells. You learn the shape water cantrip, but it does not count against your total number of Cantrips Known.
When you reach certain Druid levels, you gain access to
the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.
Druid Level Spells
2nd fog cloud, healing word
3rd misty step, prayer of healing
5th mass healing word, tidal wave XGtE
7th control water, watery sphere XGtE
9th maelstrom XGtE, raise dead
Tidal Aura
2nd-level Circle of the Tides feature
As a bonus action, you can expend a use of Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice within this Aura treat it as difficult terrain. If
a creature has a swimming speed it ignores this effect.
Your Tidal Aura also enhances your healing powers. When you cast a spell that restores hit points to a creature within this Tidal Aura, one target within the Aura regains additional
hit points equal to your Wisdom modifier (minimum of 1).
Your Tidal Aura lasts for 1 minute. Its effects end early
if you end it as a bonus action, or if you are incapacitated.
Undertow
6th-level Circle of the Tides feature
Your Tidal magic has grown in power. When you cast a
spell that forces a creature in your Tidal Aura to make a
Strength, Dexterity, or Constitution saving throw, you can
empower the spell. Any creature within your Tidal Aura
makes their initial saving throw against the empowered
spell at disadvantage.
You can empower a spell in this way a number of times
equal to your Wisdom modifier (minimum of once), and
you regain all expended uses when you finish a long rest.
Waters of Life
10th-level Circle of the Tides feature
You can wield the magic of primal water to rejuvenate your
allies as you hinder your foes. When you activate your Tidal
Aura, you gain a pool of temporary hit points equal to your
Druid level + your Wisdom modifier that you can distribute
to creatures of your choice within your Tidal Aura.
When your Tidal Aura ends, any remaining temporary
hit points from this feature are immediately dispelled.
Master of the Waves
14th-level Circle of the Tides feature
Your bond with the mystical waters has reached its apex.
You can cast control water at will, without expending a spell
slot, so long as you target a body of water of sufficient size.
Also, the radius of your Tidal Aura increases to 30 feet, and creatures of your choice treat the area of your Tidal Aura as difficult terrain even if they have a swimming speed.
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