Subclass Options

Circle of the Land Options

Urban
Druid Level Circle Spells
3rd locate animals or plants, spider climb
5th haste, plant growth
7th freedom of movement, greater invisibility
9th passwall, wrath of nature
Open Ocean
Druid Level Circle Spells
3rd pass without trace, ray of enfeeblement
5th daylight, water breathing
7th control water, divination
9th maelstrom, mislead

Path of the Totem Warrior Options

Totem Spirit

The following are additional Totem spirit options, intended for use in an aquatic campaign.

Crocodile. While raging you can make a grapple check against another creature as a bonus action, and count as one size larger for the purposes of grappling. The spirit of the crocodile helps you drag foes to their grave.

Octopus. While raging, you gain resistance to psychic damage and advantage on intelligence and charisma saving throws. The spirit of the octopus grants an inscrutable mind.

Shark. While raging, you gain a natural bite attack that deals 1d4 damage + your strength modifier in piercing damage. You can use this bite attack as a bonus action against creatures that possess fewer than half their max hit points, and such creatures cannot hide while within 30 feet of you. The spirit of the shark plunges ahead and devours all.

Aspect of the Beast

The following are additional aspect options, intended for use in an aquatic campaign.

Crocodile. The crocodile is a patient ambusher. While in darkness and not moving or otherwise revealing yourself, you can use an action to become invisible to any creature that relies on darkvision or tremorsense to see you in that darkness.

Octopus. The octopus can crawl through the smallest crevasse. You can choose to count as one size smaller for the purposes of squeezing into a smaller space and can hold your breath for 1 hour.

Shark. The shark breaths by moving and moves as it breaths. You gain the ability to breath underwater and a 30 foot swim speed, or your innate swim speed increases by 5 feet.

Totemic Attunement

The following are additional Totemic Attunment options, intended for use in an aquatic campaign.

Crocodile. While raging, you have advantage on attack rolls against targets you are grappling and creatures you are grappling have disadvantage on attack rolls against you.

Octopus. While raging you are immune to the stunned, paralyzed, and restrained conditions, and have advantage on ability checks and saving throws to avoid being grappled.

Shark. Once per turn while you're raging, when you hit a creature that has taken damage from a creature since the end of your last turn, you may deal an additional 1d12 damage to that creature.

Path of the Storm Herald Options

Storm Aura

The following environments are options for your storm aura.

Mountain. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Strength saving throw. The target is pushed 5 feet on a failed save on a failed save, or half as far on a successful one. The distance increases when you reach certain levels in this class, increasing to 10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level. If the creature is pushed into a wall, it takes 1d4 bludgeoning damage for every five feet of travel remaining.

Underdark. When this effect is activated, the ground within 10 feet of you becomes difficult terrain until the start of your next turn. This difficult terrain is magical, and deals 1d4 damage to any creature other than you that moves into or through any part of your aura.. The damage increases when you reach certain levels in this class, increasing to 2d4 at 10th level, 3d4 at 15th level, and 4d4 at 20th level.

Storm Soul

Mountain. You gain resistance to thunder damage, and you don't suffer the effects of being at a high altitude. Moreover, when you start falling you can use a reaction to fly up to 20 feet unto a solid surface.

Underdark. You gain resistance to force damage. Moreover, you gain tremorsense out to a range of 10 feet.

Raging Storm

Mountain. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature it gains one level of exhaustion for 1 minute, as it is robbed of breath and sapped of energy. Holding its breath has no effect on this ability, as air is sucked through its nose and directly from its body.

Underdark. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature is grappled by the ground. You make Strength (Athletics) checks to keep the target grappled as normal, but the grapple does not end if you become incapacitated, you cannot move a creature grappled in this way, and the creature automatically frees itself if it moves any distance.

Made by Sandmote from Giant in the Playground