The Circle of Seas
A Druid Circle for Seafaring Spellcasters
and Oceanic Oracles
Designed by Ethan Catt
Circle of Seas
D
ruids represent the totality of nature. From the Knowledge of the Tides
dirt beneath the grass to every animal across 2nd Level Druid Circle Feature
the great wheel, druids safeguard nature in all
its forms. But when you consider that 71% of Starting at 2nd level, you gain proficiency with Tridents as
the world is water, isn't it insane that there's no well as two other of the following options:
druid circle specifically for the seas? Insane. You are proficient with Vehicles (water)
Time to fix that. You are proficient with Navigators Tools & Cartographer's
The Circle of Seas contains druids who safeguard water in Tools
all its forms - from the vast ocean of the Sea of Swords to the You learn your choice of the Shape Water, Ray of Frost or
bogs and marshes of Chult, druids of this circle channel Acid Splash cantrips, which count as Druid cantrips for
water's tempestuous nature - even when their quests find you. You also learn the Shillelagh cantrip, and when cast
them on land. by you the weapon gains the Thrown property with a
Circle Spells range of 20/60ft (similar to a Trident). Once thrown, the
2nd Level Druid Circle Feature weapon retains the effect of the spell for its duration, until
you cast it again or until a creature other than you picks
Your mystical connection to the sea manifests in the spells of up the weapon.
your druid circle. At 3rd, 5th, 7th, and 9th level you gain You always know which way is North, and how many
access to the spells listed for that level in the Circle of Seas hours are left until the next sunrise or sunset
Spells table. You learn Aquan and one additional language of your
Once you gain access to one of these spells, you always choice
have it prepared, and it doesn't count against the number of You have advantage on Wisdom (survival) checks to track
spells you can prepare each day. If you gain access to a spell creatures with an innate swimming speed, and have
that doesn't appear on the druid spell list, the spell is advantage on Intelligence checks to recall information
nonetheless a druid spell for you. about them.
Using gestures and sounds, you can communicate simple
Circle of Seas Spells ideas with any beast that has an innate swimming speed.
Druid
Level Spell Druidic Dive
2nd Create or Destroy Water, Armor of Agathys
6th Level Druid Circle Feature
3rd Summon Beast (TCE), Snilloc's Snowball Storm Starting at 6th level, whenever you cast the spell 'Meld Into
(XGE) Stone,' you can also step into objects made of wood or dirt,
5th Wall of Water, Conjure Animals, Meld into
and can cast this spell whilst Wild Shaped as a creature with
Stone a swimming speed.
Whilst submerged as part of this spell, you can use your
7th Control Water, Storm Sphere movement to move up to your movement speed from the
9th Cone of Cold, Maelstrom position you submerged.
You can also cast this spell once per long rest without
Amphibious Nature expending a spell slot.
2nd Level Druid Circle Feature
Wild Waterbreathing
Starting at 2nd level, you gain a swimming speed equal to 10th Level Druid Circle Feature
your movement speed, and gain the ability to breathe Starting at 10th level, you can breathe underwater whilst
underwater. Wild Shaped, even if your chosen creature normally can't.
Soul of the Ocean This creature also receives a swimming speed equal to its
2nd Level Druid Circle Feature movement speed.
In addition, if you wild shape into a creature with an innate
As a druid of the sea, you bring the power of the ocean with swimming speed or summon a creature with an innate
you even while you're on land. When you cast a spell that swimming speed on land using your Soul of the Ocean
summons a creature with an innate swimming speed, or feature, you or the summoned creature can hover up to 15ft
when you use your Wild Shape feature to transform into a above the ground in this form.
creature with an innate swimming speed, this creature is
considered to have a movement speed equal to its swimming Rising Knowledge of the Tides
speed, can breathe air if it can't already and hovers up to 5ft 10th Level Druid Circle Feature
above the ground whilst not submerged in water. Starting at 10th level, you gain an additional option from your
This feature also removes the Swimming Speed limitation Knowledge of the Tides feature gained at second level.
of your Wild Shape feature, allowing you to Wild Shape into
aquatic or amphibious creatures.
DRUID CIRCLE | SEAS
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Arcane Aquarian Beasts with a Swimming Speed
14th Level Druid Circle Feature CR Creature Name Source
0 Crab MM, p320
Starting at 14th level, your Circle of the Sea spells offer you
additional benefits when cast by you: 0 Fish GoS, p224
Create or Destroy Water. When using this spell to create 0 Frog MM, p322
rain, you can remain concentrated on this spell for up to a
minute to maintain this rain on subsequent turns. At the start 0 Knucklehead Trout IDRotF, p295
of your subsequent turns, any water created in the previous 0 Octopus MM, p333
round vanishes. 0 Quipper MM, p335
Armor of Agathys. Whilst you have the temporary hit
points created by this spell, you are resistant to cold damage. 0 Sea Horse MM, p337
Snilloc's Snowball Storm. On a failed save against this 0 Seal IDRotF, p308 or MPMM, p97
spell, the creature takes an additional 1d4 cold damage for 1/8 Dolphin VGM, p208,
every level the spell was cast at.
Wall of Water. The wall created by this spell is not 1/8 Flying Snake MM, p322
considered difficult terrain by you or creatures you designate. 1/8 Giant Crab MM, p324
Control Water. As part of casting this spell, you can also
cast Create or Destroy Water to create additional gallons of 1/8 Poisonous Snake MM, p334
water to manipulate. These spells are both cast using the 1/4 Constrictor Snake MM, p320
same action, but each consume spell slots as though they 1/4 Dimetrodon VGM, p139 or MPMM, p95
were cast individually.
Storm Sphere. Friendly creatures don't take bludgeoning 1/4 Giant Frog 1/4
damage from the sphere when it appears or when they end 1/4 Giant Poisonous Snake MM, p327
their turn in the sphere. 1/4 Walrus IDRotF, p312
Cone of Cold. Friendly creatures automatically succeed on
the saving throw against this spell. 1/2 Crocodile MM p320
Maelstrom. As part of casting this spell, you can also cast 1/2 Giant Sea Eel GoS, p237
Create or Destroy Water to create additional gallons of water
to manipulate. These spells are both cast using the same 1/2 Giant Sea Horse MM, p328
action, but each consume spell slots as though they were cast 1/2 Reef Shark MM, p336
individually. 1 Giant Octopus MM, p326
Creatures with a Swimming Speed 1 Giant Toad MM, p329
2 Cave Bear (yeah) MM, p334
The table to the right contains a list of every beast with an
innate swimming speed from across official DnD 2 Giant Constricter Snake MM, p324
publications, along with a challenge rating and source 2 Giant Crayfish MM, p235
reference.
Use this as a reference to find creatures you can transform 2 Giant White Moray Eel GoS, p216
into using your Wild Shape ability, or summoning through 2 Huge Polar Bear TftYP, p187
spells such as Conjure Animals. 2 Hunter Shark MM, p330
2 Plesiosaurus MM, p80
Source 2 Polar Bear MM, p334
This Subclass was made by Ethan Catt, published at
artofthecatt.itch.io Yeah, there's a Polar Bear and Huge Polar Bear in the
Twitter: @tweetofthecatt Insta: @artofthecatt same challenge rating. Wizards of the Coast didn't
This PDF was built in The Homebrewery, powered by particularly think ahead on that one.
Natural Crit.
MM refers to the Monster Manual
VGM refers to Volo's Guide to Monsters
MPMM referse to Mordenkeinen Presents: Monsters of
the Multiverse
GoS refers to Ghosts of Saltmarsh
IDRotF refers to Icewind Dale: Rime of the Frostmaiden
TFtYP refers to Tales From The Yawning Portal
TCE refers to Tasha's Cauldron of Everything
XGE refers to Xanathar's Guide to Everything
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