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Circle of Tides - 5E Druid Subclass

Circle of Tides - 5E Druid Subclass

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Today, darkness threatened our village. Listening to the waves' warnings, I approached the shore. With a whispered plea, I urged the ocean to rise as a protector. The foamy surge confronted the danger head-on. Adversaries, unprepared for the aquatic onslaught, retreated. In the villagers' grateful gaze, I found solace. Returning to the rhythmic lull of the sea, I resumed my silent vigil, a guardian in the coastal expanse where whispers of the waves held both serenity and untamed strength.

~ Elyra Saltwhipser’s Vigil

Druid: Circle of Tides

Druids of the Circle of Tides originate from coastal landscapes, where the ceaseless rhythm of the ocean shapes their affinity. Connected to the ebb and flow, they embody the unpredictable essence of storms and the tranquil calm of quiet waters. These druids navigate the delicate balance between land and sea, becoming guardians of coastal ecosystems. With each step, the whispering tides echo their harmonious influence, marking them as nature's stewards in the dance between the ever-shifting waters and the solid earth.

Circle of Tides Features

Druid Level

Feature

2nd

Hydrokinetic Mastery, Aqua Arcanum

6th

Riptide Ward

10th

Tempestuous Surge

14th

Leviathan's Fury


Hydrokinetic Mastery

At 2nd level, you gain the ability to manipulate water with unparalleled finesse. As an action, you can expend a use of your Wild Shape to surround yourself in a swirling torrent of water. While in this form, you gain the following benefits:

  • You are able to move in any direction in three dimensions equal to your walking speed as you ride the water currents.
  • You can move through other creatures and objects as if they were difficult terrain.
  • You gain advantage on Strength saving throws and checks.
  • This form lasts for 1 hour or until you dismiss it as a bonus action, or until you are knocked unconscious.

Aqua Arcanum

At 2nd level, your spells become imbued with the force of a raging sea. When you cast a spell that deals cold or lightning damage, you can expend a use of your Wild Shape to empower the spell. The damage of the spell is increased by one damage die of the dice type for the spell, and creatures affected by the spell must make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.

Riptide Ward

At 6th level, your connection to the tempest allows you to shield yourself and your allies from harm. When you use your Wild Shape, you can choose to create a protective barrier of swirling water. This barrier grants you and creatures of your choice within 10 feet of you resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Tempestuous Surge

Beginning at 10th level, you can harness the raw power of the storm to unleash a devastating surge of water. As an action, you can expend a use of your Wild Shape to create a 30-foot cone of rushing water in front of you. Each creature in that area must make a Strength saving throw against your spell save DC or take 5d8 bludgeoning damage and be pushed 20 feet away from you on a failed save, or half as much damage on a successful one.

Leviathan's Fury

At 14th level, you can now summon the spirit of a mighty leviathan to aid you in battle. As an action, you can expend two uses of your Wild Shape to summon a spectral leviathan. The leviathan appears in an unoccupied space within 60 feet of you and lasts for 1 minute.

The leviathan is large in size, but is not a creature and can’t be harmed. It does not move. The leviathan sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

When the leviathan appears, and at the start of each of your turns, it makes one bite attack against a creature of your choice within 10 feet of it. The leviathan’s bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the target takes 4d10 piercing damage, and it must succeed on a Strength saving throw against your spell save DC or be grappled by the leviathan. Until this grapple ends, the target is restrained, and the leviathan can't bite another target. At the start of each of the target’s turns, it takes 2d6 cold damage.

This feature can be used once, and you regain the ability to use it after completing a long rest.

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