Circle of Tides

Druids of the Circle of Tides commune with the spirits of the ocean to learn its mystic nature, and harness the crushing power of the sea. The vastness of the open waters call these druids to spend much of their lives at sea, voyaging across the world on a great adventure. Occasionally, a druid of this circle will notice a rocky alto, sea cave or reef in need of particular protection due to its delicate ecology or spectacular wildlife. In such a case, these druids often seek ways to ward off threats to these regions. circle spells

Your link to the ocean grants you access to certain spells starting at 3rd level, then again at 5th, 7th , and 9th level. When you gain access to your circle spells, you always have them prepared, and they don’t count against the number of spells you can prepare each day.


You gain the ability to harness your connection to the ocean in the following ways:

  • As an action, you can create a whip of water to lash out and strike. Make a ranged spell attack roll against one creature that you can see within 30 feet. On a hit, the target takes 1d10 bludgeoning damage. Instead of dealing damage, you can force the creature prone if it is Medium or smaller. At 10th level, the damage increases to 2d10 or you can force a Large or smaller creature prone.
  • As long as you have speak with animals or animal friendship prepared, when you cast one of the spells targeting a fish or other sea-dwelling creature, you can cast the other spell targeting the same creature using the same spell slot.
  • You have advantage on Intelligence (Nature) checks relating to the predicting the weather at sea.
Level spell
3rd Fog cloud
5th Call lightning
7th Control water
9th Conjure elemental

Giver of Life

Starting at 6th level you can channel the mystic properties of the water flowing through living things. Whenever you cast a spell that restores hit points to a creature that isn’t a construct or undead, if you can touch that creature it regains 1d10 + your Wisdom modifier additional hit points. Starting at 10th level, you roll another 1d10, adding it to the total additional hit points resorted.

Water Wielder

Beginning at 10th level you can cast control water once without expending a spell slot, and regain the ability to do when you finish a short or long rest.

Tidal Crush

When you reach 14th level you can summon forth the terrible wrath of the sea. You unleash a crushing wave of water in a 100 foot cone from a point you choose within 60 feet. All Huge or smaller creatures in the wave must make a Strength saving throw against your spell save DC. On a failure, the creature takes 5d10 bludgeoning damage and is pushed 20 feet away from the wave’s origin and forced prone. A creature that succeeds takes half damage, is pushed only 10 feet, and not forced prone.

The wave extinguishes all flames in the area and leaves behind shallow pools of water. The wave also carries with it some sea life, which the Gm chooses or rolls for on the table below. The creatures appear in any part of the area affected by the wave, and act according to their nature.

Once you use this feature, you must finish a long rest before you can do so again.

d8 Sea Creatures
1-3 Small fish, crabs, and jellyfish
4 2d10 quippers
5 1d4 octopuses + 1d4 giant seahorses
6 1d6 giant crabs
7 1d4 giant octopuses
8 1 giant shark
Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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