Circle of the Evening Tide Profession in Lindorwyn | World Anvil
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Circle of the Evening Tide

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Cirlce of the Evening Tide (Druid Sub-Class)


Hit Points

Hit Dice: d8 per Cirlce of the Evening Tide (Druid Sub-Class) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Tidal Mantle

At 2nd level, your connection with water allows you to use it as an extension of your body. You gain the ability to form water into magical arms. As an action, if there is at least a gallon of water with 30 feet of you, you can expend a use of your Wild Shape feature to wield the water around you, rather than transforming into a beast form. While this feature is active, you gain the following benefits:    
  • Your range for touch spells increases to 15 feet, and your arms act as a Druidic Focus for the extent of the feature.
  • You can use the arms as natural melee weapon with a reach of 15 feet that deals 1d8 bludgeoning damage. When you attack with this weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Whenever you use your action to cast a spell of 1st level or higher you may make an attack with your arms as a bonus action against the same creature.
    These benefits last for 10 minutes, if you become incapacitated, or until you use your Wild Shape again.

Wellspring

At 2nd level, you are never without the power of the ocean, and can manifest its presence. You can cast Create or Destroy Water without using a spell slot. Once you use this feature you cannot use it again until you complete a long rest. At 7th level, you can use this feature twice in between long rests, and at 15th level it increases to three uses in-between long rests.

Liquid Memory

At 6th level, like the waves on the sand, your magic leaves a lasting impression on the water around you and can mimic your magical abilities. After you complete a short or long rest you may choose a spell from your druid spell list with a casting time of an Action or a Bonus Action. Whenever, you expend a use of your wild shape to use your Tidal Mantel feature, until the end of that turn, you may cast the chosen spell as a part of that action regardless of the casting time, but must still expend a spell slot to do so.

Purifying Waters

At 10th level, the water that flows through your body protects you from lethal toxins, and is manifested to aid those around you. You are immune to poison damage and the poison condition.   Additionally, as an action you can cure a creature that you can touch of one poison effect. If your Tidal Mantle feature is active you can cure a creature within 15 feet of you instead.

Wrath of the Depths

At 14th level, your connection with the ocean allows you to call upon the violent forces of water. You can expend two uses of your Wild Shape feature when using your Tidal Mantle feature, to draw water into a protective and devastating form. In addition to the features of your Tidal Mantle you create a watery form with 8 arms. Until this uses of your Tidal Mantle feature ends you gain 50 temporary Hit Points, gain resistance to fire damage, and if you are smaller than Large, you become Large. If you lack the room to become Large, your size doesn't change.   Additionally, whenever you make an attack with your Tidal Mantle feature you may attack you may make up to two additional attacks. If you are making the attack as a bonus action each attack must be against a different target. Whenever you use your action to cast a spell of 3rd level or lower with a range of touch, that isn't a concentration, you make have the spell target up to four creatures within range.    
 


Spellcasting

Circle Spells

Your connection with the element of water grants you access to it's devastating powers. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of (Fill) Spells table. Once you gain access to one of these spells, 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.
Druid Level Circle Spells
3rd Snilloc’s Snowball Swarm, Hold Person
5th Slow, Water Walk
7th Control Water, Ice Storm
9th Cone of Cold, Negative Energy Flood

 

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