Circle of the Ocean | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Circle of the Ocean

Water is the essential ingredient for life. Without water, there can be no life. The ocean holds many lifeforms which must be protected and thus, the Circle of the Ocean Druids seek to safeguard the oceans from anyone who wishes to harm it or the lives in it. These druids patrol the coasts, the open sea and even in the crushing depths of the ocean in order to safeguard it.    

Friend of the Ocean

At 2nd level, you gain proficiency in the Aquan language if you aren't proficient in it. Furthermore, any water dwelling creatures can understand your words and you can understand them even if they don't cannot speak any language    

Gifts of the Oceans

At 2nd level, you can breathe underwater just as you would on air. You also gain darkvision of up to 120 ft in the dark as if it is clear, and 60 ft further as if its dim light. You can't discern colors in the dark. You also gain a swimming speed equal to your speed. While this is effect is active, you gain gills that will enable you to breathe underwater, eyes that resembles fisheyes and scales and fins. You can also choose what aquatic organs to develop in order for this effect to take place    

Aquatic Wild Shape

At 2nd level, you gain the ability to wildshape into anything with a swimming speed. You ignore the swimming speed restriction however you must still follow the CR requirements. Further restriction for the aquatic wildshape is that your wildshape form must be able to fit into the space where you choose to wildshape and you must be underwater, or half submerged if the form you choose cannot breathe above water. For example, you cannot wildshape into a whale in the desert, but you are able to wildshape into a crab in the desert    

Circle Spells

Your connection with the circle grants you the power to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to natural flame. 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 is nonetheless a druid spell for you.
Level Spell
3rd Cure Wounds, Fog Cloud
5th Gust of Wind, Skywrite
7th Wall of Water, Water Walk
9th Control Water, Summon Elemental (Only Water Elemental)

The Sea is my Home

At 6th level, you will always know where north is while you are on or in the ocean. You and your party cannot get lost while this is in effect unless by magical means. You can navigate through fog, stormy seas easily with no rough terrain penalty    

Slippery Scales

At 10th level, your skin becomes slippery and wet which gives a disadvantage to any grapple an opponent might attempt on you. If the grapple succeeds, you can roll a dexterity check with advantage to escape the grapple on your next turn    

Guardian of the Ocean

At 14th level, creatures that dwell in the ocean become hesitant to attack you as they can sense your importance to the ocean. When a creature of the ocean attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before attacking you.


Created by

Lord Mcberry.

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Feat

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