Druid Circle

Druids have the following Druidic Circle option, in addition to those in the Player's Handbook.

Circle of the Sea

This Circle has most of its members in the tundral villages of many planes, where the people are surrounded by water's power. It teaches the flow of nature, from one thing to the next, and teaches a style of spellcasting that follows that flow.

Voyager of Waves

When you choose this Circle at 2nd level, you gain the ability to cast water breathing and water walk (water only) at will and gain a swim speed equal to your walking speed (if you already have a swim speed, it increases by a number of feet equal to your walking speed). You also gain proficiency with waterborne vehicles.

Rapid Current

Starting at 2nd level, you can use a bonus action to force a target you can see within 60 feet of you to make a Strength saving throw against your spell save DC or be moved 10 feet in the direction of your choice. If this movement would cause the creature to enter a hazardous area, such as a cliff or pool of hot lava, it can make a second Strength saving throw against your spell save DC to prevent itself from entering the hazardous area.

When you reach 10th level, the distance you can move a creature increases to 20 feet and that creature can't take reactions until its next turn.

When you reach 14th level, a creature that fails its Dexterity saving throw takes cold damage equal to 2d8 plus your Wisdom modifier.

Child of the Sea

Starting at 6th level, you can use an action while within 30 feet of any water to heal a target for 2d8 plus your Wisdom modifier hit points and end either one nonmagical disease or one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. You may use this ability a number of times equal to your Wisdom modifier, regaining all uses when completing a long rest.

Swirling Tides

Starting at 10th level, you gain the ability to cast certain spells without expending spell slots, harnessing the power of the sea within you. You may only cast one spell of each level before completing a long rest to regain all uses.

Tidal Spells

Spell Level Spells 1st create or destroy water, fog cloud, ice knife 3rd sleet storm, tidal wave, wall of water 5th cone of cold, conjure elemental (water only), maelstrom

True Tide

Starting at 14th level, your waters create an unstoppable tide. Creatures have disadvantage on all saving throws to resist being moved or knocked prone by spells you cast.