[Coast] Druid - Circle of Tides
Added 2022-07-25 14:01:03 +0000 UTC
It's a new druid! I've been kicking around an ocean-based druid for a while - it's a little challenging because Land Druid already covers all kinds of land, but I think I was able to hone in on aspects of the tide like push, pull, moons, and strength, and still manifest the water without requiring the character to be in the ocean.
Druid subclasses progress in some similar ways: the 2nd level feature generally adds an alternative use of the Wild Shape feature, from the Moon improvement to the Star or Spore's changed forms. The 6th and 10th level features don't really follow a design, but usually adds to the 2nd level feature in some way. The 14th level caps it all with a defensive or roleplay opportunity (mostly defensive nowadays).
Let's dive in.
- One with the Tide - At 2nd level, the druid gains the ability to swim, an important feature for any water-based druid. Its Wild Shapes also gains this swim speed, so imagine some swimming weasels. It's kind of a semi-ribbon.
- Tidebringer - This is the big one and defines the subclass. The summoned water lets the druid fill a front-line melee control role, similar to how the Spores druid. Tides druid gains bonus damage, half cover instead of extra hit points for some tankiness, and a way to control enemy positions.
- Turn the Tide - 6th level is simple and mechanically important, allowing for greater physical fortitude, embodying the "strength" of water, and helps with some non-proficient saves. Sort of balanced overall, as this doesn't necessarily guarantee converting a failure into a success, and Strength saves are not that common either.
- Tidal Surge - 10th level upgrades Tidebringer to keep the features simple. The damage and protection increase helps the druid be a better front-line presence, and the ability to "leap" 40 feet ensures the druid is always there in the thick of it, especially for starting battles. This is comparable to Stars, who also deals 2d8 extra damage but does all its other roles better.
- Freedom of Seas - 14th level capstone brings additional protections, ensuring the druid can be anywhere they need to be, just like the tide.