Circle of the Deeps

Most of the world is ocean, and the druids of the Circle of the Deeps are among the few air-breathers who are one with its mysteries: crushing pressure, unfathomable creatures, and relics of an ancient past. Even those that dwell primarily above the waves find that their connection to the lightless depths gives them gifts that are frightening and unfamiliar to surface-dwellers.

Some druids of aquatic races also belong to this Circle, often taking a more protective stance toward the Deeps. A third branch of this Circle hides in plain sight: those who have embraced Dokahi’s malice against the sunlit lands. They threaten to bring the terrors of the deeps to all of Vodari.

Features
Druid Level Feature
2nd Oceanborn, Crushing Pressure
6th Pearl-Diving Charm
10th Where Eyeless Things Dwell
14th Davy Jones’s Locker

Oceanborn

Starting at 2nd level, you have resistance to cold damage, you have a swimming speed equal to your walking speed, and you can breathe water. If you normally breathe water, you gain the ability to breathe air instead, and you gain a walking speed equal to your swimming speed.

You can withstand pressure to a depth of 1,000 feet per druid level.

When you use your Wild Shape feature, you can transform into the shape of a beast with a swimming speed.

Starting at 8th level, you can choose the shape of a beast with a swimming speed and a challenge rating of up to 2.

With noises and gestures, you can communicate simple ideas with Small or smaller beasts that have a swimming speed.

Crushing Pressure

At 2nd level, you wield the crushing pressure of the depths. When you hit a Large or smaller creature within 120 feet with a spell attack or a creature fails a saving throw against a spell you cast, you can spend your bonus action to knock the target prone, and its speed is halved until the beginning of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Pearl-Diving Charm

Beginning at 6th level, you can help other people venture into the depths. You gain water breathing as an additional prepared spell.

Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet.

At 14th level, this increases to a depth of 14,000 feet. When you cast water breathing, the spell can’t be dispelled by anyone other than you.

Where Eyeless Things Dwell

Starting at 10th level, you gain blindsight out to a range of 60 feet.

Furthermore, you can communicate telepathically with any creature you can see within 120 feet. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to speak at least one language.

Davy Jones’ Locker

Beginning at 14th level, when you knock a creature prone with your Crushing Pressure feature, you can also force the target to roll a Constitution saving throw against your spellcasting DC. On a failed saving throw, the target suffers 5d10 cold damage and is restrained for 1 minute; on a success, it suffers half damage and is not restrained. At the end of each of its turns, the target can attempt a new saving throw; on a success, it is no longer restrained. You can use this feature once, and regain the use of it when you finish a long rest.

Furthermore, you regain all expended uses of Crushing Pressure when you finish a short or long rest.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.