Circle of Blue

Druids of the Circle of the Blue bear a strong connection to water and all creatures that call it home. These druids hold all life as sacred, but pay greater reverence to aquatic life as the primordial forebears to life on land, and by extention, themselves. They serve as gaurdians of fragile aquatic ecosystems, prevent over-fishing, and help to maintain balance between the societies of the land and sea.

Aqueous Visage

At 2nd level, your appearance changes to reflect your domain. Your skin and hair becomes damp and drips with water. If you choose, sealife such as sea stars, baracles, or sea vegatation will grow across your skin.

You learn to speak, read, and write Aquan. You gain the ability to breathe underwater, and you have a swim speed equal to your walking speed. In addition, when you use Wild Shape, you can ignore the no swimming speed limitation.

Predator Shape

At 2nd level, you embue yourself with the nature of the greatest predator that evolution has ever devised, the great white shark. As a bonus action, you can expend the use of one Wild Shape to gain rough, grey and white skin, an enlarged jaw filled with rows of serrated teeth, and a finned tail. This form lasts 1 minute per druid level. Until the form ends, you can’t cast spells, and you gain the following benefits:

Gain +10 feet to your swimming speed.

If a creature hits you with an unarmed attack, they take slashing damage equal to half your druid level (rounded up).

You can make a Bite attack against a creature. The bite is a weapon attack, you add your Strength modifier to hit, reach of 5 feet, and deals 1d6 piercing damage.

If you use a Bite attack while underwater and hit a creature, you can add a number equal to half your proficiency modifier to the damage roll.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Blue 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 Cirle Spells 3rd Create or Destroy Water, Misty Step 5th Wall of Water, Tidal Wave 7th Control Water, Watery Sphere 9th Maelstrom, Conjure Elemental

Herald of the Deep

Art by sinix

At 6th level, when you conjure an aquatic animal, they gain the abilities nessasary to aid you in combat. Any beasts with the Water Breathing trait that are summoned or created by your spells gains the following benefits:

It does not require water to breath.

When conjured to an unoccupied space, they appear 5 feet from the ground and hover in place. Its swim speed becomes 0 and it gains a fly speed equal to its original swim speed.

Its attacks count as magical weapons.

Fathomless Fortitude

At 10th level, you gain resistance to acid and fire damage. In addition, while your allies are within 30 feet of you, they gain the effects of water breathing and gain a swimming speed equal to thier walking speed.

Oceanic Incarnation

Starting at 14th level, you can can expend two uses of Wild Shape at the same time to transform into a beast with a CR of up to 5, but only if the creature has a natural swimming speed.

In addition, if you use Wild Shape to become a creature with the Water Breathing trait and/or has a natural swimming speed, you gain the same benifits that your conjured animals recieve from the Herald of the Deep feature.