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Subclass Druid Circle of the Sea
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The Circle of the Sea is a Druid subclass that channels ocean storms as a combat aura. Wrath of the Sea at Level 3 lets you expend a Wild Shape use to generate a 5-foot ocean spray Emanation; each turn, you can spend a Bonus Action to force a nearby enemy into a Constitution save or take Cold damage (scaling with your Wisdom score, from 1d6 up to 7d6) and get pushed back if it's Large or smaller. Aquatic Affinity at Level 6 doubles the Emanation radius to 10 feet. Stormborn at Level 10 grants flight and Resistance to Cold, Lightning, and Thunder damage while the aura is active. The Circle also expands the Druid's spell list with cold, lightning, and storm spells.
| LEVEL | FEATURE |
|---|---|
| 3 | Circle of the Sea Spells, Wrath of the Sea |
| 6 | Aquatic Affinity |
| 10 | Stormborn |
Circle of the Sea Spells The following spells are always prepared and don't count against your prepared spell limit.
Level 3: Ray of Frost (cantrip), Fog Cloud, Thunderwave, Gust of Wind, Shatter
Level 5: Lightning Bolt
Level 7: Ice Storm
Level 9: Hold Monster
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. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
While the aura is active, you can spend a Bonus Action to target one creature you can see: it makes a Constitution save or takes Cold damage and, if Large or smaller, is pushed back. The damage scales with your Wisdom score rather than your level:
| WISDOM SCORE | COLD DAMAGE |
|---|---|
| 13 or lower | 1d6 |
| 14–15 | 2d6 |
| 16–17 | 3d6 |
| 18–19 | 4d6 |
| 20–21 | 5d6 |
| 22–23 | 6d6 |
| 24+ | 7d6 |
The push doesn't apply against Huge or larger creatures. This activation is free (no Bonus Action cost) the first turn you manifest the aura.
Aquatic Affinity The size of the Emanation created by your Wrath of the Sea increases to 10 feet.
Stormborn While your Wrath of the Sea aura is active, you also gain:
- Flight for the duration
- Resistance to Cold, Lightning, and Thunder damage
The Circle of the Sea is the sustained-aura elemental Druid. Wrath of the Sea creates a persistent ocean spray around you — the cost is one Wild Shape use to manifest it, then a Bonus Action each turn you want to trigger its Cold damage/push against a nearby enemy. Since Wild Shape recovers on Short Rest, this gives the Sea Druid an effective combat resource that refreshes frequently.
The spell list covers weather and water control: Fog Cloud for obscurement, Thunderwave for push + damage, Gust of Wind for forced movement, Lightning Bolt at Level 5 for reliable burst damage. Hold Monster at Level 9 is a concentration-based hard disable. Combined with a spellcaster build, the Sea Druid can use the Wrath of the Sea aura offensively while controlling the battlefield with weather and debuff spells.
Aquatic Affinity at Level 6 doubles the Emanation from 5 feet to 10 feet — effectively doubling the area covered and the number of creatures affected on a typical battlefield. Stormborn at Level 10 turns the aura into a personal flight-plus-triple-resistance package: flying keeps you out of melee range while the aura's damage keeps working, and Cold/Lightning/Thunder Resistance covers the exact damage types most storm-themed enemies (and your own Lightning Bolt/Ice Storm splash) would otherwise threaten you with.
This subclass pairs well with Potent Spellcasting from Elemental Fury at Level 7, adding Wisdom modifier to Ray of Frost damage to complement the cold/lightning theme.
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