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Ocean's Bond the C

Circle of the Deep Sea At 6th level the Druid may cast their spells through their Guild
The darkest depths of the Ocean are home to untold Spirit of the Ocean, using it as a focus, and origin point.
mysteries and wonders. These most inhospitable and Spells may be cast this way as long as the Spirit is within 5 x
dangerous depths still require caretakers and guardians. The Wis feet of the Druid. Spells cast through the Spirit originate
Circle of the Deep Sea Druids are the stewards and from the Spirit’s location as opposed to the the Druid’s. If a
protectors of the unknown. A fearsome group trained and spell with an elemental damage type is cast through the
residing far out to sea, among the deadliest creatures and Spirit the elemental damage type may be changed to Cold.
storms the world has to offer.
It is not often one of these mystics walks on the land, but Ocean's Restoration
when forced to for the protection of the seas they bring with At 10th Level while channeling Ocean’s Protection the Druid
them spirits representing the deep ocean. When in danger is now able to replenish their mystical energy. When the
the Druids of this Circle will pull the moisture from their ability is released for each turn the ability was channeled, the
surroundings to augment themselves, and their spells. Druid is able to replenish a number of spell slots where the
(Circle of the Deep Sea) Features/Spells
total level equals the number of turns the ability was
channeled. (Ex. After Channeling for 4 turns the Druid
Class Level Feature chooses to restore 2 level 1 Spell slots and 1 level 2 spell slot)
2nd Spirit of the Ocean, Ocean's Protection Spell levels the Druid does not have access to may not be
6th Ocean's Bond
replenished.
10th Ocean's Restoration Ocean's Vengeance
14th Ocean's Vengeance At 14th level once per long rest the Druid gains the ability to
rapidly draw the moisture directly from another living being.
Spirit of the Ocean As a full action the Druid may use this ability on a creature
At 2nd level the Druid forms a bond with a Spirit of the within 30 feet, and the ability may be maintained for a
Ocean. The Spirit takes the form of any sea creature of the number of rounds equal to Wis Modifier. Using the ability is a
Druid’s choice, and once manifested will always appear in full action. Maintaining the ability is a full action each turn it
this form. The spirit is medium sized, and has hp equal to 5 x is maintained. This ability does not affect constructs, or the
Wis modifier. The spirit has an AC equal to 10+Wis+Prof. undead. On initial activation the target must make a Con Save
The spirit is incorporeal, and unable to interact with the vs the Druid’s Spell DC. If failed the target takes 2d8 necrotic
physical world. The druid may communicate mentally with damage. The target may make a Con save at the start of each
the spirit from a distance of up to 50 x Wis feet away. On the of its turns to end the effect. Each turn the target does not
initial manifestation the Druid selects the Ability Score they save leads to an increase in effect as it becomes increasingly
wish the Spirit to represent, and while manifested the Druid dehydrated:
receives advantage on ability saving throws for that score. If Turn 2-4d8 necrotic damage on save failure, and Speed -10
slain the spirit takes 1 day to reform, and may be called back
to the druid’s side any time outside of combat. The spirit lasts Turn 3- 6d8 necrotic damage on save failure, Speed -20, and
indefinitely. AC-1
Ocean's Protection Turn 4- 8d8 necrotic damage on save failure, Speed -30, AC-2,
At 2nd level the Druid may once per long rest activate and disadvantage on saving throws
Ocean’s Protection as a bonus action. The ability requires the
druid to maintain concentration following the same rules as Turn 5- Con Saving throw on initial save failure. Failure of
with a spell with the same property. The druid may spend a this second throw will kill the affected creature
bonus action each turn to continue channeling the ability, or
end the channel as a bonus action. While active the Druid
rejuvenates themselves with ambient moisture in the
environment, going so far as to pull from other living things.
The Druid may channel this ability for a number of turns
equal to their Wis Modifier. When activated all moisture
within a 5 foot radius is drawn to the Druid. Plants in the
area wither, and creatures other than constructs or the
undead suffer disadvantage to dexterity saves due to
dehydration. The druid gains temporary HP equal to Wis DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Modifier plus level. If the temporary HP is depleted it will Forgotten Realms, Ravenloft, Eberron, the dragon
return to the full value at the start of the Druid's turn. While ampersand, Ravnica and all other Wizards of the Coast
the temporary HP are active the Druid has resistance to product names, and their respective logos are trademarks of
bludgeoning, slashing, and fire damage. The temporary HP Wizards of the Coast in the USA and other countries. This
work contains material that is copyright Wizards of the Coast
dissipates when the ability ends. Each turn the ability is and/or other authors. Such material is used with permission
active the radius of dehydration extends by 5 feet. under the Community Content Agreement for Dungeon
Masters Guild. All other original material in this work is
copyright 2022 by [Jordan Sampson] and published under

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