Druidic Circles

This presents another option for the druid class, reflecting an old prestige class from the 3.5 era, the Lord of the Tides. Please check with your DM before you play this homebrew option. This is the first version and will be subject to balance changes. Thanks to Homebrewery for the awesome tool to create this.

Circle of The Tides

The Circle of the Land draws magic from the lands. The Circle of the Moon draws magic from their body and their knowledge of creatures. Some druids eschew both approaches, looking to the power in the waters below. These Druids belong to the Circle of the Tides, who tap into the water to feul their magic to both hurt and heal.

Ebb and Flow

A druid of the Circle of the Tides has two forms: High Tide and Low Tide. These forms govern their magic and role in the party, and often spill into the personality and appearance of the druid. High Tide is associated with power, offense, and vigor. Low Tide is associated with healing, defense, and calm.

After finishing a long rest, you may choose the either High tide or Low Tide form. You only have access to the spells and benefits of the form you are in.

At 3rd level, you gain the following benefits:

In High Tide, you can use your action to create a Water Whip. This creates a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw vs your Spell DC. On a failed save, the creature takes 2d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. You may use this ability Wisdom modifier times, and regain all uses after a long rest.

In Low Tide whenever you cast a healing spell, you infuse life-giving water into your spell. Any creature affected by your healing spell regains an additional 2 + spell's level hit points.

Circle Spells

Your mystical connection to water infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the form you choose to be in.

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.

If you switch forms, you lose the spells of the previous form and gain the spells of the new form instead.

High Tide Spells

Druid Level Spells 3rd Gust of Wind, Moonbeam 5th Call Lightning, Tidal Wave 7th Control Water, Ice Storm 9th Cone of Cold, Maelstrom

Low Tide Spells

Druid Level Spells 3rd Calm Emotions, Misty Step 5th Wall of Water, Water Walk 7th Control Water, Freedom of Movement 9th Hold Monster, Scrying

Credit: bpsola on DeviantArt