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Circle of the Depths (DUMG)

Feeling an affinity for the deepest oceans, druids of the circle of the depths nurture a special connection
to life beneath the waves. While some protect the coast from monstrous threats and work to ensure a
bountiful harvest of fish, some are also devoted to the alien creatures that live in the deepest recesses of
the ocean, and others personify the vengeful and stormy nature of the ocean itself, acting as vicious
embodiment's of nature’s wrath.

Two Worlds
At second level, you have become adapted to the magic you channel, and it has blessed you with the
ability to easily be a part of both the surface world and the underwater one. You can breathe both air
and water with equal ease and you have a swimming speed equal to your walking speed. You retain
both of these benefits in your wild shape forms. Additionally, you can cast the speak with animals spell
at will with this feature. The spell only allows you to speak with beasts which have an innate
swimming speed when you cast it in this way. You are also considered naturally adapted to extreme
cold and high-pressure environments resulting from the ocean’s depths.

Water Magic
The spells shown below are added to the druid spell list for you. Once you reach the level listed for a
spell in the table, you always have that spell prepared, and it doesn't count against the number of spells
you have prepared.

Water Magic Spells


Druid Level Spells
3rd Darkness, Misty Step
5th Wall of Water, Water Breathing
7th Control Water, Watery Sphere
9 th
Cone of Cold, Maelstrom

Whenever you cast one of your Water Magic spells, or a druid spell of first level or higher that deals
bludgeoning, lightning, or cold damage, the ground within 10 feet of you becomes difficult terrain for
creatures other than you until the start of your next turn as oily water churns around your legs.

Oceanic Affinity
At sixth level, your connection to a specific facet of the oceanic world manifests itself more strongly.
Choose one of the following options:
Storm Leviathan – Your connection is to the ocean’s stormy surface, charged with blasts of lightning.
Alternatively, your connection could be to an electric eel. Whenever you or an ally takes damage from
a creature within 10 feet of you, you can use your reaction to cause lightning to shock the creature
which damaged you. The creature must make a dexterity save against your spell save DC, taking 2d8
lightning damage on a failed save, or half as much on a success. You may use this reaction a number of
times equal to your wisdom modifier, and regain expended uses when you finish a long rest.
Mantle of Tentacles – Your connection is to a tentacled denizen of the deep such as an octopus, squid,
or jellyfish. You no longer require at least one free hand to initiate or maintain a grapple, and you can
grapple multiple creatures simultaneously. When you hit a creature with a melee attack, you can use
your bonus action to attempt to grapple the target is they are your size or smaller. You can do this a
number of times per day equal to your wisdom modifier and regain expended uses when you finish a
long rest. At the end of your turn, any creature you have grappled takes 2d4 poison damage.
Endless Maw – Your connection is with a predatory beast whose hunger is all consuming. Whenever a
creature fails a save against one of your druid spells, you can pull that creature ten feet directly towards
you. Additionally, when you hit a creature with melee attack, you can use your reaction to deal an extra
1d8 necrotic damage on that attack. You can use this ability a number of times equal to your wisdom
modifier and regain expended uses when you finish a long rest.
Stony Shell – Your affinity is for the creature who scuttle along the seafloor such as lobsters and crabs,
or even for the shells which litter the ocean floor. When you or another creature you can see within 10
feet of you is hit with an attack, you can use your reaction to raise the AC of the target of the attack,
potentially causing the attack to miss. The bonus to AC is equal to your wisdom modifier and lasts until
the attack is resolved. You can use this ability a number of times per day equal to your wisdom
modifier and regain expended uses when you finish a long rest.
Wave Rider – Your connection is to the freedom of the boundless sea, and to the creatures who live in
its upper waters such as dolphins or seals. Your walking speed increases by 10 feet, and all wild shape
forms you take also benefit from a 10 foot increase to all their speeds. Additionally, you can take the
dash or disengage action as a bonus action on your turn. You may do this a number of times
per day equal to your wisdom modifier and regain expended uses of this feature when you finish a long
rest.

Grasp of the Deep


At tenth level, your spells become even more powerful. Whenever you deal bludgeoning, cold, or
lightning damage to a creature with a spell of first level or higher, you add your wisdom modifier to the
damage dealt. Additionally, whenever you cast a spell of first level or higher that moves a creature,
you can use your bonus action to move that creature an additional 10 feet or to knock them prone.

Aquatic Form
At fourteenth level, you have mastered the ability to transform into the water you venerate. You can
expend a use of your wild shape feature to transform into a Water Weird as though it were a beast
eligible for your wild shape feature. The Water Weird form you transform into gains a walking speed of
40 feet and also loses the “Water Bound” feature.

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