Circle of the Sea

Subclass featureXPHBp. 872024Druid

Become One with Tides and Storms

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

Circle of the Sea Spells

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Wrath of the Sea

As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

Raw data
{
  "name": "Circle of the Sea",
  "page": 87,
  "level": 3,
  "__prop": "subclassFeature",
  "source": "XPHB",
  "entries": [
    "{@i Become One with Tides and Storms}",
    "Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.",
    {
      "name": "Circle of the Sea Spells",
      "page": 87,
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "XPHB",
      "entries": [
        "When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.",
        {
          "rows": [
            [
              "3rd",
              "{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}"
            ],
            [
              "5th",
              "{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}"
            ],
            [
              "7th",
              "{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}"
            ],
            [
              "9th",
              "{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}"
            ]
          ],
          "type": "table",
          "caption": "Circle of the Sea Spells",
          "colLabels": [
            "Druid Level",
            "Prepared Spells"
          ],
          "colStyles": [
            "col-1 text-center",
            "col-11"
          ]
        }
      ],
      "className": "Druid",
      "classSource": "XPHB",
      "subclassSource": "XPHB",
      "subclassShortName": "Sea"
    },
    {
      "name": "Wrath of the Sea",
      "page": 87,
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "XPHB",
      "entries": [
        "As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.",
        "When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die)."
      ],
      "className": "Druid",
      "classSource": "XPHB",
      "subclassSource": "XPHB",
      "subclassShortName": "Sea"
    }
  ],
  "className": "Druid",
  "classSource": "XPHB",
  "subclassSource": "XPHB",
  "subclassShortName": "Sea"
}