SIGNING IN

Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

WIS , INT

Alternate Druid

Stufe Übungsbonus Eigenschaften Cantrips Known Primal Surge
1 + 2 Druidic Initiate Spellcasting 2 -
2 + 2 Druidic Initiate Spellcasting 2 2
3 + 2 Druidic Initiate Spellcasting 2 2
4 + 2 Druidic Initiate Spellcasting 3 2
5 + 3 Druidic Initiate Spellcasting 3 2
6 + 3 Druidic Initiate Spellcasting 3 2
7 + 3 Druidic Initiate Spellcasting 3 3
8 + 3 Druidic Initiate Spellcasting 3 3
9 + 4 Druidic Initiate Spellcasting 3 3
10 + 4 Druidic Initiate Spellcasting 3 3
11 + 4 Druidic Initiate Spellcasting 4 3
12 + 4 Druidic Initiate Spellcasting 4 3
13 + 5 Druidic Initiate Spellcasting 4 3
14 + 5 Druidic Initiate Spellcasting 4 3
15 + 5 Druidic Initiate Spellcasting 4 4
16 + 5 Druidic Initiate Spellcasting 4 4
17 + 6 Druidic Initiate Spellcasting 4 4
18 + 6 Druidic Initiate Spellcasting 4 4
19 + 6 Druidic Initiate Spellcasting 4 4
20 + 6 Druidic Initiate Spellcasting 4 4

Spell Slots per Spell Level

Stufe Übungsbonus Eigenschaften 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Druidic Initiate Spellcasting 2 0 0 0 0 0 0 0 0
2 + 2 Druidic Initiate Spellcasting 3 0 0 0 0 0 0 0 0
3 + 2 Druidic Initiate Spellcasting 4 2 0 0 0 0 0 0 0
4 + 2 Druidic Initiate Spellcasting 4 3 0 0 0 0 0 0 0
5 + 3 Druidic Initiate Spellcasting 4 3 2 0 0 0 0 0 0
6 + 3 Druidic Initiate Spellcasting 4 3 3 0 0 0 0 0 0
7 + 3 Druidic Initiate Spellcasting 4 3 3 1 0 0 0 0 0
8 + 3 Druidic Initiate Spellcasting 4 3 3 2 0 0 0 0 0
9 + 4 Druidic Initiate Spellcasting 4 3 3 3 1 0 0 0 0
10 + 4 Druidic Initiate Spellcasting 4 3 3 3 2 0 0 0 0
11 + 4 Druidic Initiate Spellcasting 4 3 3 3 2 1 0 0 0
12 + 4 Druidic Initiate Spellcasting 4 3 3 3 2 1 0 0 0
13 + 5 Druidic Initiate Spellcasting 4 3 3 3 2 1 1 0 0
14 + 5 Druidic Initiate Spellcasting 4 3 3 3 2 1 1 0 0
15 + 5 Druidic Initiate Spellcasting 4 3 3 3 2 1 1 1 0
16 + 5 Druidic Initiate Spellcasting 4 3 3 3 2 1 1 1 0
17 + 6 Druidic Initiate Spellcasting 4 3 3 3 2 1 1 1 1
18 + 6 Druidic Initiate Spellcasting 4 3 3 3 3 1 1 1 1
19 + 6 Druidic Initiate Spellcasting 4 3 3 3 3 2 1 1 1
20 + 6 Druidic Initiate Spellcasting 4 3 3 3 3 2 2 1 1

Klassenzauber

Beckon Air|llspell Control Flame (alternate)|llspell Create Bonfire|xge druidcraft Frostbite|xge Guidance (alternate)|llspell Infestation|xge Magic stone|xge Mending Mold Earth (alternate)|llspell Poison Spray (alternate)|llspell Primal Savagery (alternate)|llspell Resistance (alternate)|llspell Shape Water (alternate)|llspell Shillelagh Thorn whip Thunderclap|xge absorb elements|xge animal friendship beast bond|llspell charm person create snare (alternate)|llspell create water (alternate)|llspell cure wounds detect magic detect poison and disease earth tremor|xge entangle faerie fire fog cloud goodberry (alternate)|llspell healing word ice knife|xge jump|llspell longstrider protection from good and evil purify food and drink speak with animals thunderwave torrent|llspell animal messenger augury aura of frost|llspell awaken plant|llspell barkskin (alternate)|llspell beast sense conjure beast (alternate)|llspell continual flame darkvision dust devil|xge earthbind|xge elemental blade|llspell enhance ability enlarge/reduce flaming sphere gust of wind healing spirit|xge heat metal hold person locate creature (alternate)|llspell locate object magic weapon (alternate)|llspell moonbeam pass without trace (alternate)|llspell restoration|llspell skywrite|xge spike growth warding wind|xge aura of vitality call lightning conjure elemental (alternate)|llspell conjure fey (alternate)|llspell daylight dispel magic elemental weapon erupting earth|xge feign death grasping vine (alternate)|llspell meld into stone plant growth protection from energy revivify sleet storm speak with plants tidal wave|xge wall of water|xge water breathing water walk wind wall accursed touch|llspell blight charm monster control water divination dominate beast elemental bane|xge fire shield freedom of movement giant insect guardian of nature|xge hallucinatory terrain ice storm pillars of earth|llspell polymorph (alternate)|llspell stone shape stoneskin wall of fire wall of thorns (alternate)|llspell watery sphere|xge antilife shell awaken conjure dragon (alternate)|llspell conjure giant|llspell commune with nature cone of cold contagion control winds|xge insect plague maelstrom|xge mass cure wounds planar binding reincarnate scrying transmute rock|xge tree stride wall of stone wrath of nature|xge druid grove|xge heal heroes' feast investiture of flame|xge investiture of ice|xge investiture of stone|xge investiture of wind|xge move earth primordial ward|xge sunbeam transport via plants wind walk fire storm mirage arcane plane shift regenerate reverse gravity symbol whirlwind (alternate)|llspell antipathy (alternate)|llspell control weather earthquake feeblemind befuddlement incendiary cloud sunburst tsunami foresight shapechange (alternate)|llspell storm of vengeance (alternate)|llspell true resurrection druidcraft|xphb mending|xphb shillelagh|xphb thorn whip|xphb animal friendship|xphb charm person|xphb cure wounds|xphb detect magic|xphb detect poison and disease|xphb entangle|xphb faerie fire|xphb fog cloud|xphb healing word|xphb longstrider|xphb purify food and drink|xphb speak with animals|xphb thunderwave|xphb animal messenger|xphb augury|xphb beast sense|xphb continual flame|xphb darkvision|xphb enhance ability|xphb enlarge/reduce|xphb flaming sphere|xphb gust of wind|xphb heat metal|xphb hold person|xphb locate object|xphb moonbeam|xphb spike growth|xphb aura of vitality|xphb call lightning|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb feign death|xphb meld into stone|xphb plant growth|xphb protection from energy|xphb revivify|xphb sleet storm|xphb speak with plants|xphb water breathing|xphb water walk|xphb wind wall|xphb blight|xphb control water|xphb divination|xphb dominate beast|xphb fire shield|xphb freedom of movement|xphb giant insect|xphb hallucinatory terrain|xphb ice storm|xphb stone shape|xphb stoneskin|xphb wall of fire|xphb antilife shell|xphb awaken|xphb commune with nature|xphb cone of cold|xphb contagion|xphb insect plague|xphb mass cure wounds|xphb planar binding|xphb reincarnate|xphb scrying|xphb tree stride|xphb wall of stone|xphb heal|xphb heroes' feast|xphb move earth|xphb sunbeam|xphb transport via plants|xphb wind walk|xphb fire storm|xphb mirage arcane|xphb plane shift|xphb regenerate|xphb reverse gravity|xphb symbol|xphb control weather|xphb earthquake|xphb befuddlement|xphb incendiary cloud|xphb sunburst|xphb tsunami|xphb foresight|xphb true resurrection|xphb

Klasseneigenschaften

Stufe 1

Druidic Initiate
Spellcasting

Stufe 10

Circle Feature

Stufe 12

Ability Score Improvement

Stufe 14

Elder Body

Stufe 16

Ability Score Improvement

Stufe 18

Circle Feature

Stufe 19

Ability Score Improvement

Stufe 2

Primal Surge

Stufe 20

Archdruid

Stufe 3

Druidic Circle

Stufe 4

Ability Score Improvement

Stufe 6

Circle Feature

Stufe 8

Ability Score Improvement

Zauberwirker-Fortschritt

Zauberwirker-Fortschritt: full

Trickzauber-Fortschritt

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Trickzauber 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Übungen

Armor

light

medium

shield

Weapons

simple

Skills

Startausrüstung

(a) a sickle or (b) a dagger
(a) a scimitar or (b) any simple weapon

Klasseneigenschaften

Spellcasting (Level 1)

At 1st level, you begin to learn ancient rites and rituals which allow you to draw upon the power of nature to cast spells:

Cantrips

At 1st level, you learn two Cantrips of your choice from the Druid Spell List. You learn another Druid Cantrip at 4th and 10th level, as shown in the Cantrips Known column above.

Preparing and Casting Spells

The Druid table above shows how many spell slots you have to cast spells. To cast a Druid spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.

During each long rest, you prepare the list of Druid spells that are available for you to cast, by meditating on nature.

When you do so, choose a number of Druid spells equal to your Wisdom modifier (minimum of 1) + your Druid level. All spells must be of a level for which you have spell slots.

Ritual Casting

Your connection with the natural world allows you to draw out its elder magick. You can cast any Druid spell you have prepared as a Ritual so long as the spell has the Ritual tag.

Spellcasting Ability

Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Druid spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.

Spellcasting Focus

You can use a Druidic Focus as the spellcasting focus for your Druid spells. See the Player's Handbook for example Foci.

Spellcasting Restrictions

Due to its highly disruptive properties, you cannot cast Druid spells while you are wearing armor or shields made of metal.

Primal Surge (Level 2)

At 2nd level, you learn to channel the elder power of nature to produce effects beyond those of spells. You know two Primal Surges of your choice from the list at the end of this class.

You can use Primal Surge twice. You regain one use after a short rest, and all uses after a long rest. The number of times you can use Primal Surge increases at certain Druid levels as shown in the Primal Surge column of the Druid class table.

Whenever you gain a level in this class you can replace one of the Primal Surges you know with another Primal Surge of your choice from the list at the end of this class.

Druidic Circle (Level 3)

At 3rd level, you have mastered enough of the elder magicks and rituals to formally join one of the Druidic Circles.

Your Druidic Circle grants you features at 3rd level, and again when you reach 6th, 10th, and 18th level in this class.

All Druidic Circle features use your Druid Spell save DC.

Circle Spells

Most Druidic Circles have a list of Circle Spells you always have prepared once you reach the Druid levels noted in that Circle's description. Your Circle Spells count as Druid spells for you, but they do not count against the spells you prepare.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Circle Feature (Level 6)

At 6th level, you gain a feature granted by your Patron.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Circle Feature (Level 10)

At 10th level, you gain a feature granted by your Patron.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Elder Body (Level 14)

At 14th level, your body becomes one with the elder magicks you wield. For every 10 years that pass, your body only ages 1 year, and you suffer none of the physical effects of old age.

Also, whenever you fail a saving throw, you can expend one Primal Surge as a reaction to repeat that saving throw.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Circle Feature (Level 18)

At 18th level, you gain a feature granted by your Patron.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archdruid (Level 20)

You are a true master of the elder magick of the Druids. Upon reaching 20th level, you regain one use of Primal Surge at the start of each of your turns in combat.

Multiklassen

Multiklassen-Voraussetzungen

{"wis":13}

Erworbene Übungen

Armor light , medium , shield
Weapons simple

Unterklassen

Decay
LLADru
Land
LLADru
Moon
LLADru
Tides
LLADru

Unterklassen-Eigenschaften

Decay

Circle of Decay (Level 3)

You are a disciple of life and death who understands the vital role that decomposers play in that cycle. Serving as a host to a powerful colony of natural fungi, you channel the power of death through decay, doling out death, and drawing life to yourself and the fungal colony you host.

Decay Spells

3rd-level Decay feature

You have certain spells prepared at the Druid levels in the table below. The spells count as Druid spells for you, but do not count against the spells you prepare each day:

Decay Spells
Alternate Druid LevelSpells

3rd

inflict wounds, gentle repose

5th

animate dead (alternate)

7th

blight

9th

cloudkill

Fungal Host

3rd-level Decay feature

Ancient rites of decay and death transform you into the host for a colony of elder fungi, granting you certain benefits:

Deadly Spores

You learn the chill touch Cantrip. It does not count against your Cantrips Known, and when you use it, it takes the form of deadly fungal spores.

Elder Necrosis

Whenever you damage a creature with an attack or Druid spell, you can choose to deal necrotic damage in place of the normal damage dealt by that attack or spell.

Symbiotic Colony

Whenever you deal necrotic damage to a creature within 15 feet, you can gain temporary hit points equal to the necrotic damage dealt (up to your Druid level).

This feature has not effect on Constructs or Undead.

Fungal Guardian

3rd-level Decay feature

As a bonus action, you can expend a Primal Surge to merge with your fungal colony, transforming into a Fungal Guardian for up to 10 minutes. You instantly revert to your normal form if you are Incapacitated, or if you use a bonus action to revert. While you are transformed, you gain the benefits below:

Fungal Shell

You gain temporary hit points equal to twice your Druid level. Any temporary hit points that you gain from Symbiotic Colony after you transform are added to this pool of temporary hit points, instead of replacing them. However, its total cannot exceed twice your Druid level.

Miasma of Spores

You fill the air around you with fungal spores. Living creatures of your choice that begin their turn within 10 feet of you must succeed on a Constitution saving throw or take 1d8 necrotic damage.

At certain Druid levels, this necrotic damage increases: at 6th level (2d8), 10th level (3d8), and lastly at 18th level (4d8).

Symbiotic Thrall (Level 6)

6th-level Decay feature

The elder fungi within your body can reanimate your foes. When you kill a creature with a CR equal to your Druid level or lower with necrotic damage, you can cast animate dead (alternate) on its corpse as part of the same effect, without spending a spell slot. Undead Thralls created by this feature have hit points equal to twice your Druid level, and crumble into a harmless heap of fertile soil after 1 minute, or when destroyed.

You can cast animate dead (alternate) this way without expending a spell slot a number of times equal to your Wisdom modifier, and you regain all uses when you finish a long rest.

Virulent Spores (Level 10)

10th-level Decay feature

Your spores have greatly increased in potency. The radius of your Miasma of Spores increases to 15 feet. Moreover, your Thralls created by Symbiotic Thrall also emanate a Miasma of Spores out to a 5-foot radius.

However, Thralls do not gain temporary hit points from it.

Elder Colony (Level 18)

18th-level Decay feature

You have become one with the fungal colony that fuels your magic. If you have fewer than half your hit points remaining, you can choose for Symbiotic Colony to restore hit points in place of gaining the normal temporary hit points.

Lastly, the area of the Miasma of Spores from you and your Thralls is difficult terrain for creatures of your choice.

Land

Circle of the Land (Level 3)

Druids of the Land are the most common Druids, if a Druid can be considered common at all. These sages of the natural world are able to attune their magic to any wild environment, giving them the ability to channel the primordial magic of the flora, fauna, and natural formations that surround them.

Terrain Spells

2nd-level Land feature

In place of Circle Spells, your magic is bound to that of the land. Over the course of 1 hour, which can be during a short or long rest, you can perform an ancient ritual to attune your magic to that of your current Terrain. At the end of the ritual, choose the Terrain from the table on the following page that best represents your current surroundings. Performing this ritual ends your attunement to any previous Terrain.

While attuned, you always have the corresponding Terrain Spells prepared at the Druid levels shown in the table. These Terrain spells become Druid spells for you, but they do not count against the number of spells you prepare each day.

Acolyte of Nature

3rd-level Land feature

Your Circle has passed to you its deep knowledge of primal magic. You can ignore all difficult terrain imposed by natural environments, like deep snow, swampland, or dense jungle.

Natural Regeneration

3rd-level Land feature

You can draw on the ambient magic present in all creation to regain some of your elder power. When you complete a short rest, you can choose to forgo regaining a use of Primal Surge to instead regain a single expended spell slot of a level equal to your Wisdom modifier or lower (minimum of 1st-level).

Overgrowth

3rd-level Land feature

As an action, you can expend one Primal Surge and choose a 15-foot cube you can see within 30 feet, with at least one side on a flat surface. A burst of violent plant growth erupts in that space and forcing creatures to make a Dexerity saving throw. They take 3d6 magical slashing damage on a failure, and half as much damage on a success.

This area of overgrown plant life counts as difficult terrain. It remains for 1 hour, until it is destroyed, or until you use this feature again. Creatures that move through its area take 1d6 magical slashing damage for every 5 feet they pass through.

Primeval Growth (Level 6)

6th-level Land feature

When you use Overgrowth, you can designate any number of creatures that can ignore its effects, and while they are in its area, these creatures gain the benefits of half cover.

Finally, the damage dealt by Overgrowth increases to 4d6. It increases again at 10th level (6d6), and at 18th level (9d6).

Natural Ward (Level 10)

10th-level Land feature

You can draw on the elder magic of nature to shield you from the elements. When you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend one Primal Surge and gain resistance to that damage type. This damage resistance lasts until you use this reaction again.

Elder Magician (Level 18)

18th-level Land feature

You are a master of your Terrain Spells. You can be attuned to two different Terrains at one time, always having both sets of spells prepared. Finally, when you perform the Terrain Spells ritual, you can replace one of your Terrain Spell lists with any Terrain that you previously attuned to.

Moon

Circle of the Moon (Level 3)

Drawing upon the ephemeral power of the moon, Druids who belong to this ancient Circle can change their form, taking on the shapes of wild Beasts. From the deadliest predator to the smallest insect, Druids of the Moon protect land, sea, and sky, wielding the many savage and subtle powers of Beasts.

Lunar Wild Shape

3rd-level Moon feature

Your Circle has preserved and perfected the ancient magic of shapeshifting. You learn the Wild Shape Primal Surge if you did not already know it, and it can't be replaced. If you knew Wild Shape, you learn another Primal Surge of your choice.

Wild Shape

As a bonus action, you can expend a Primal Surge to Shift your form into that of a Beast, using the following rules:

Beast Shapes

You know two Beast Shapes of CR ¼ or lower. They must both be Tiny or smaller, and you must have seen a live specimen of that Beast before to select it.

Learning New Beast Shapes

As an action, you touch a Friendly Beast of CR ¼ or lower, and expend a Primal Surge to gain knowledge of its Beast Shape. There is no limit to the number of Beast Shapes you can learn in this way.

The Maximum CR of the Beast Shapes you can learn and Shift into increases at certain Druid levels, as shown below:

Druid LevelMax CR

4th

1/4

8th

1/2

12th

1

16th

2

Statistics

When you Shift, your statistics are replaced by those of the Beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores.

You retain your proficiencies and gain those of the Beast. If you both share a proficiency, you can use the higher bonus.

Equipment

You choose whether your equipment falls to the ground, merges with your Beast Shape, or is worn by it. Your equipment does not change size, and you only retain its benefits if the Beast Shape can wear and use the object.

Features

You retain all features and can use them so long as the Beast is capable of doing so. You do not retain special senses, but use the senses of the Beast. You can't cast spells, but you can maintain concentration on spells and abilities.

Duration

You can remain in Beast Shape for 1 hour. You revert if you become Unconscious or you use a bonus action to do so. Finally, if you take any damage or fail a saving throw as a Diminutive sized Beast Shape, you instantly revert.

When you use Wild Shape, you can expend a spell slot in place of a Primal Surge to infuse the Beast Shape with lunar power, granting that transformation the benefits below:

Greater Beast Shapes

When you unlock the spell slots shown in the table below (at the levels on the Druid table), you can learn and Shift into Beast of the corresponding CR. To do so, you must expend a spell slot of that level or higher:

Spell SlotBeast CR

2nd

1

3rd

2

4th

3

5th

4

6th

5

7th

6

8th

7

9th

8

When you join this Circle at 3rd level, you learn two Beast Shapes of your choice of CR 1 or lower, you must have seen a live specimen of these Beast to select them with this feature.

Lunar Fortitude

When you Shift into a Beast Shape, you also gain temporary hit points equal to twice your Druid level, which last for the duration of this transformation.

Lunar Warrior

While in a Beast Shape, unless the Beast's innate bonus is higher, you use your Spell attack modifier for your Natural Weapon attacks, and your Spell save DC for any saving throws you force other creatures to make.

Wild Empathy

3rd-level Moon feature

The ancient magicks of your Circle bond you with the wilds. While speaking Druidic, you can verbally communicate with and understand Beasts. When communicating with a Beast, its awareness and knowledge is limited by its Intelligence.

Mystical Forms (Level 6)

6th-level Moon feature

While you are in Beast Shape, your Natural Weapon attacks count as magical for the sake of overcoming resistances and immunities to non-magical attacks.

You also learn the primal savagery (alternate) Cantrip, and you can cast it while you are in Beast Shape.

Elder Wild Shape (Level 10)

10th-level Moon feature

The elder rites of your Circle empower your transformations. When you use Lunar Wild Shape to empower a Beast Shape transformation, you also have resistance to all bludgeoning, piercing, and slashing damage for the duration.

Damage from silvered weapons bypasses this resistance.

Beast Spells (Level 18)

18th-level Moon feature

You have become one with your Beast Shapes, and they are as much your true self as your original body is. You can cast Druid spells as normal while you are in your Beast Shapes, so long as the spell does not have a material component.

Tides

Circle of the Tides (Level 3)

Few forces exert as much influence on mortals as the waters. Nourishing rain for crops, raging storms, and winding rivers can bring life or death. Tidal Druids monitor the relationship between the world and the great waters. They use the magic of water to heal the sick, provide rest, and nurture growth.

Tidal Spells

3rd-level Tides feature

You always have certain spells prepared at the Druid levels in the table below. The spells count as Druid spells for you, but they do not count against the spells you prepare each day:

Disciple of the Waters

3rd-level Tides feature

Upon joining this Circle, you are bonded with the primordial power of the great waters. You gain a swimming speed equal to your walking speed, and you can breathe air and water.

You also learn the shape water (alternate) Cantrip. It does not count against your total Cantrips Known, and it cannot be replaced.

Tidal Aura

3rd-level Tides feature

You can conjure the magic of the great waters wherever you go. As a bonus action, you can spend a Primal Surge to exude a mystic watery force within a 15-foot radius of yourself. This effect lasts for 1 minute, but it ends if you are Incapacitated. This Tidal Aura grants you the following benefits:

Rip Tide

Creatures of your choice within this Aura treat it as difficult terrain, unless they have a swimming speed.

Tidal Restoration

Tidal magic enhances your restorative power. When you cast a Druid spell that restores hit points to a creature, one target within your Tidal Aura regains bonus hit points equal to your Wisdom modifier (minimum of 1).

Undertow (Level 6)

6th-level Tides feature

Your Tidal magicks have grown in power. While Tidal Aura is active, you can use an action to force creatures of your choice in your Aura to make a Strength saving throw or be knocked Prone. Creatures larger than you have advantage on their roll.

Also, if you target a creature within your Tidal Aura with a Tidal Spell, it has disadvantage on its initial saving throw.

Waters of Life (Level 10)

10th-level Tides feature

You can channel the elder magic of water to rejuvenate allies. When you activate a Tidal Aura, you gain a pool of temporary hit points equal to your Druid level + your Wisdom modifier that you instantly distribute amongst yourself and creatures of your choice within your Tidal Aura.

When your Tidal Aura ends, any remaining temporary hit points from this feature are also dispelled.

Master of the Waves (Level 18)

18th-level Tides feature

You are a master of the elder magic of water, and channel it as an extension of yourself. You gain the following benefits:

  • You can cast control water at will, without expending a spell slot. You must concentrate on the spell as normal.

  • The radius of your Tidal Aura increases to 30 feet.

  • If a creature fails its saving throw against Undertow, it is knocked back 15 feet away from you, then falls Prone.

  • You always have the tsunami spell prepared. Once per long rest, you can cast tsunami without spending a spell slot if you are in a body of water large enough to generate such a massive wave (such as an ocean or lake).