Druid of the Sea

Unlike many circles, covens, or congregations within Ahrd, the so-called Druids of the Sea are not an official order, and have come about naturally over time through the passage of knowledge, magic, and desire through the half-elven communities that trade between Khii and Valoren via sea.

The first sea druid is not known, but it is told among them that the latent magicks that existed within the elven lineage of these half-elves seemed to mingle with their desire for freedom and manifested in the only ways they were familiar: traveling the high seas. Rumors spread of young orphans diving into the sea to save thrown deckworkers, phantom windstorms that pushed stranded ships to safety, and even schools of fish or pods of porpoises that would rescue crew and cargo from shipwrecks.

While seemingly random occurrences before, as 450 FV passes there are those that are more open with their gifts, without fear of being absorbed back into service after desertion or motivated to save any young seafarers with an aptitude for magic and affinity for nature. Now, the rumors spread of small groups meeting in port towns, coves, and underwater shipwrecks to share their gifts and coordinate efforts to grow (and eventually form) a full fledged circle.

Though mysterious in their small number, these druids make little effort to hide who they are or their goals, and as such become enemies of the swarthier groups of traders and traffickers within Ahrd, as neither druid nor slaver operates under the protection of the law. As their numbers grow, however, it is becoming more common to see them moving inland, instead of sticking to coasts and boats, both seeking those in need and to swell their ranks.

## Druid: Druids of the Sea

**Druid Spells**

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Druid of the Sea Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid of the Sea Spells
 5th
 7th
 9th

**Fidelity Bonus**: Valoren and Khiiar half-elves receive Inspiration at the start of every session.

### Bonus Cantrip

Your ability to commune with the sea grants you access to certain spells. At 2nd level, you learn either the Gust or Shape Water cantrip.

### Swiftness of Titus

Starting at level 2, you can channel the gifts of the sea into supernatural speed. While a willing creature is affected by a spell you cast of 1st level or higher, they gain a swimming speed equal to their movement. Additionally, after you cast a spell of 1st level or higher, you can use a bonus action to fly up to 10ft. This bonus movement does not provoke attacks of opportunity.

### Aspect of the Sea

Starting at level 6, you can commit to one of the known existing aspects that support or grant the sea druids recognition (or power).

* **Aspect of Titus** - Aspiring to do good and grant protection and safe voyage to any that deserve it. When you cast a spell that restores hit points to one or more creatures, these creatures have resistance to non-magical slashing, piercing, and bludgeoning damage until the start of your next turn.
* **Aspect of the Seahag** - Aspiring to bring woe to those that would harm others of your purview, or the sea itself. When a hostile creature takes a saving throw from one of your spells, you can use your reaction to reduce that saving throw by 1d4.
* **Aspect of the Siren** - Aspiring to grow the wealth of the searealm by bringing riches to you. You learn the Friends cantrip, and the Charm Person and Hypnotic Pattern spells. You always have them prepared, and they don't count against the number of spells you can prepare each day. These spells count as druid spells for you. You can cast each of these spells once without using a spell slot, regaining the ability to do so after a long rest.

### School-shape

At 10th level, you are able to assume the form of a group of fish, dolphins, or other small beasts. This can be Swarm of Quippers, or something more familiar to your character that you discuss with your DM. When in this form, when you use the Dash action, you can use the Help action for free before the end of your turn.

### Water Form

When you reach 14th level, you are so in tune with the ocean that you can become one with her. You can use your action to Wild Shape into a watery form. While in this form, you have resistance to all non-magical damage except lightning, which you are vulnerable to. Your movement speed becomes 5 ft and your swim speed becomes 300 ft, and you can cast Shape Water or Icebolt as a bonus action.