Circle of the Deep

The druids that maintain and protect the land are deluded to think that they keep dominion over the natural world, for they stand guard over only a small fraction of it; far greater, and far wilder, is the deep. Druids of the Deep are fewer in number, but greater in task, vowing to stand guard over the world’s oceans, seas, lakes, and rivers, and to safeguard their inhabitants from the fools that walk the surface. The crushing depths have hardened these druids, and taught them to battle with every weapon underneath the waves. After all, the ocean is an unforgiving place; you can’t survive by just talking to fish.

 

Level 3: Bonus Proficiencies

You must learn the weapons of underwater combat. When you choose this circle at 2nd level, you gain proficiency in the use of fishhooks, harpoons, nets, spears, and tridents.

In addition, while druids of the deep won’t use weapons made of metal, they will use coral weapons, just as merfolk do. Coral weapons function as regular weapons, but cost twice as much if purchased on land.

 

Level 3: Aquatic

You are permanently adapted to life underwater. You can breathe water as well as air and have a swim speed equal to your walking speed. These benefits also apply while you’re transformed using Wild Shape: if you transform into a creature that doesn’t have a swim speed, your form gains a swim speed equal to the form’s speed.

 

Level 6: Vortex Attack

You’ve mastered the omnidirectional fighting style of deep sea creatures. You can attack twice, instead of once, whenever you take the Attack action on your turn with a weapon you are holding. If you are in water, or have fewer than half your maximum hit points, you can use your action to make a melee attack against any number of creatures within 5 feet of you, making a separate attack roll for each target.

 

Level 10: Ocean's Ally

The beasts of the deep mark you as one of their own. You can speak to fish and other aquatic creatures at will, as per the speak with animals spell.

Additionally, if you are underwater, you can use your action to call an Beast of CR 3 or lower that has a swimming speed from the environment to your aid, which arrives at the start of your next turn. The Beast rolls its own initiative and acts on its own turn, but is friendly to you and your companions and follows your commands. After 1 hour passes, or if you or one of your companions harms the Beast, the effect ends and the Beast returns to the wild.

Once you use this ability to call an aquatic Beast, you can’t do so again until you finish a short or long rest.

 

Level 14: Davy Jones' Locker

You consign your enemies to a watery grave. When you hit a creature with a melee weapon attack, you can deal an extra 1d8 damage to the target. Additionally, your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage, ignore the damage threshold of ships, and deal double damage to ships.


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