Your mystical connection to the sea manifests in the spells of your druid circle. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seas 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.
Starting at 2nd level, you gain a swimming speed equal to your movement speed, and gain the ability to breathe underwater.
As a druid of the sea, you bring the power of the ocean with you even while you're on land. When you cast a spell that summons a creature with an innate swimming speed, or when you use your Wild Shape feature to transform into a creature with an innate swimming speed, this creature is considered to have a movement speed equal to its swimming speed, can breathe air if it can't already and hovers up to 5ft above the ground whilst not submerged in water. This feature also removes the Swimming Speed limitation of your Wild Shape feature, allowing you to Wild Shape into aquatic or amphibious creatures.
Starting at 2nd level, you gain proficiency with Tridents as well as two other of the following options:
Starting at 6th level, whenever you cast the spell 'Meld Into Stone, ' you can also step into objects made of wood or dirt, and can cast this spell whilst Wild Shaped as a creature with a swimming speed.
Whilst submerged as part of this spell, you can use your movement to move up to your movement speed from the position you submerged.
You can also cast this spell once per long rest without expending a spell slot.
Starting at 10th level, you can breathe underwater whilst Wild Shaped, even if your chosen creature normally can't. This creature also receives a swimming speed equal to its movement speed.
In addition, if you wild shape into a creature with an innate swimming speed or summon a creature with an innate swimming speed on land using your Soul of the Ocean feature, you or the summoned creature can hover up to 15ft above the ground in this form.
Starting at 10th level, you gain an additional option from your Knowledge of the Tides feature gained at second level.
Starting at 14th level, your Circle of the Sea spells offer you additional benefits when cast by you:
| Druid Level | Spell |
|---|---|
| 2nd | Create or Destroy Water, Armor of Agathys |
| 3rd | Summon Beast (TCE), Snilloc's Snowball Storm (XGE) |
| 5th | Wall of Water, Conjure Animals, Meld into Stone |
| 7th | Control Water, Storm Sphere |
| 9th | Cone of Cold, Maelstrom |
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