Circle of the High Sea (5e Subclass)
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Circle of the High Seas
The Circle of the High Sea is made up of druids who forgo the traditional, secluded lifestyle on land for a more free and travel-based life on the open seas. These druids, while still practicing most of the druidic traditions, are more often than not seen as outcasts or uncommitted by other druids from other circles.
- Aquatic Control
When you choose this circle at 2nd level, you learn a modified version of the shape water cantrip. Water that is being controlled can now damage opponents. As an attack, you have these options. If the target is between 30-60 ft away from you, the glob of water is launched. Make a ranged spell attack against the target. The projectile travels in an arch. On a hit, the target takes 1d8 bludgeoning damage. If the target is within 30 ft of you, make a melee spell attack. On a hit, the target takes 1d8 bludgeoning damage.
At higher levels. Starting at 4th Level, you can change the temperature of the water to deal either fire or cold damage instead of bludgeoning damage. This ability’s damage increases by 1d8 when you reach 5th level (1d8), 11th level (3d8), 17th level (4d8)
- Circle Spells
Your travels and connection to the seas have granted you the ability to cast certain spells. 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 counts as a druid spell for you.
|3rd||Animal messenger, warding wind.|
|5th||Pulse wave, wall of water.|
|7th||Control water, ice storm.|
|9th||Control winds, far step.|
- Traveler’s Essence
Starting at 6th Level, you can use the dynamic energy of movement to cause your opponent great harm. When you hit a creature with a melee weapon Attack, you can expend one 1st level spell slot to deal bludgeoning damage to the target, in addition to the weapon's damage. The extra damage is equal to 1d8 for every 10 ft moved towards the target in a round.
- Seafarer’s Legs
Starting at 10th Level, moving through nonmagical difficult terrain costs you no extra movement and you are resistant to poison damage. In addition, you may cleanse yourself of any and all damaging or movement inhibiting effects once, including grappled, petrified and stunned, but not unconscious. You may do so again after finishing a short or long rest.
- Temporary Territory
At 14th Level, you have been through it all and have a connection with nature and more specifically water. You learn to control the weather of your surroundings to your liking. When casting this ability, choose one of these effects:
Freeze all surrounding water in a 100 ft cube to create an extremely frigid environment. For 10 minutes, all creatures within range, except for those you choose, must succeed on a Constitution saving throw or take 2d8 bludgeoning damage, take 1d8 cold damage and fall prone. A 100 ft cube of around you becomes difficult terrain.
Boil or drain the moisture from a 100 ft cube around you and create a blazing environment. For 10 minutes, all creatures within range, except for those you choose, must succeed on a Constitution saving throw or take 2d8 fire damage and gain +1 exhaustion. A 100 ft cube of around you becomes difficult terrain.
Duplicate and compile the existing area’s water and moisture until a 70 ft tall wave is formed. All creatures within a 100x70x100ft cuboid, except for those you choose, get swept up in the wave and are pushed into a space you choose, and scattered around said space. Creatures swept up in the wave take 5d8 bludgeoning damage when landing on the chosen space. Creatures take 2d8 extra piercing/bludgeoning (DM’s choice) if they get swept through difficult terrain.
Use the moisture and water in the area to speed up the growth of plants, grass and trees. An oasis, a hot spring or something similar is created in a 60ft square around from where you were standing when this ability was cast. The oasis is shielded from any cold or hot environments, halves the time needed to finish a short rest, and all creatures in the oasis are cleansed of 1 exhaustion per 10 minutes they stay. The oasis lasts for 2 hours, until you remove it or until it is destroyed.
Once you use this ability, you cannot use it again until you finish a long rest.