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The last of the three new subclasses is the Druid Circle of the Sea, a stormy new option for Druids to wield the power of the briny deep.

Of the three new subclasses included in the 5th Edition Revised Player’s Handbook, the Druid’s Circle of the Sea may be the easiest one to wrap your head around mechanically. But simple mechanics don’t mean “weak mechanics” it just means it’s easier to get the most out of it.

Compared to the Bard College of Dance or the Barbarian Path of the World Tree, the Circle of the Sea is all about one thing, and one thing only: summoning the sea itself onto the battlefield and using that to slam your enemies around like pinballs in a machine. It is so much fun, though. Let’s take a look.

Druid Circle of the Sea – A New Subclass in 5.5E

Druids that opt for the Circle of the Sea subclass will gain the powers of the ocean. In game terms, that means you gain some pretty powerful bonus spells, which you’ll have always prepared. The list includes Ray of Frost, Thunderwave, Shatter, Lightning Bolt, Ice Storm, Conjure Elemental, and Hold Monster. All good stuff to have ready whenever you need it. It frees up space to prepare some of the more interesting Druid spells.

But on top of that, your primary feature is the Wrath of the Sea, which reads as follows:

“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).

– D&D 5th Edition Revised Player’s Handbook, pg 87

It’s a lot like the Circle of Spores. You spend a Wild Shape to gain an aura. This means you’ll want to be up close and personal to get the most use out of it. However, you won’t have to stay personal for long. At 6th level, the Aquatic Affinity feature extends your Wrath of the Sea aura to 10 feet, while also giving you a swim speed equal to your walking speed. But even then, you’ll still want to be close to have your Bonus Action 3-5d6 and push. That will let you control the battlefield a little, repositioning enemies and throwing out some extra damage on top of the spells you’ll likely be casting.

At level 10, Stormborn gives you a Fly Speed and resistance to Cold, Lightning, and Thunder damage while your Wrath of the Sea is active, and finally, at 14th level, Oceanic Gift lets you manifest your Wrath of the Sea around one willing creature. For two Wild Shape uses, you can manifest the aura around yourself and another creature for team-up times.

I’m honestly kind of disappointed that the 14th level feature is the “create an aura around someone else” option. It feels like that could be a much more interesting way for the Druid to play at lower levels. Especially since Druids aren’t necessarily the most frontline of melee combatants.

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That said, the bonus spells alone make for a fun change to playstyle, I just wish this one had a subclass identity that gave you more incentive than just an aura to get in there and mix it up. That’s where the new Primal Strike options in the 5.5E Druid will come into play, certainly. The core class has ways to lean a little more heavily into melee. Maybe that was the intention.

Either way, the Circle of the Sea awaits in the new PHB!

Talk about good tide-ings!


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