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DUNGEONS & DRAGONS, D&D, Wizards

DUNGEONS & DRAGONS, D&D, Wizards

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. ASamplell other original material in this work is copyright 2019 by Braeden Mills and published u nder tfilehe Community Content Agreement for Dungeon Masters Guild. Circle of the Deep ruids who are members of the Circle of the Deep are aware that the observable world Abyssal Understanding contains only a fraction of all life in the world. Starting at 6th level, you begin to develop a connection to the The rest lie in wait, deep below the surface of creatures of the depths. You may cast Speak With Animals the ocean where the light does not penetrate. without expending a spell slot or having the spell prepared, These druids devote their life to uncovering provided that the creature you speak to has a swim speed. In Dthese subterranean secrets. They seek to addition, you have advantage on Persuasion checks made uncover the vast secrets that this realm holds, training their against these creatures in an effort to make them follow your bodies and abilities to eventually go beyond any known orders. You may use this feature a number of times equal to domain into the depths below. your Wisdom modifier (minimum of 1 use), after which you can’t use it again until you finish a short or long rest. Aquatic Affinity When you choose this Circle at 2nd level, you can use your Friends in Low Places Wild Shape to transform into a creature with a swim speed of Beginning at 10th level, your connection to the creatures of CR 1 or lower. In addition, when you reach 6th level, you may the deep inspires a protective instinct in them. As a bonus transform into a creature with a maximum CR of 2, provided action, you may attempt to summon aquatic creatures to fight that creature has a swim speed. This CR restriction is on your behalf. Roll on the following table to determine what increased to 3 at 10th level, 4 at 14th level, and 5 at 18th level. creatures come to your aid: Friends in Low Places Gifts of the Deep d6 Creatures Summoned Starting at 2nd level, your connection to the depths grants you certain boons. You gain a swim speed equal to your move 1-2 Eight creatures of CR ½ or lower speed if you do not already possess this feat. In addition, you 3-4 Four creatures of CR 1 or lower are considered amphibious, and can breathe both air and 5-6 Two creatures of CR 2 or lower water. The DM chooses which creatures shall be summoned in this manner, and you choose an unoccupied space to place these creatures in. The only restriction on these creatures, outside of the CR, is that they must have a swim speed. These creatures do not obey your commands, but are not hostile towards you and your allies and will attack anyone who you perceive as a threat. These creatures will remain by your side for 10 minutes, after which any surviving creatures will be returned to the depths. Once you use this feature, you can’t use it again until you finish a long rest. Lord of the Depths When you reach 14th level, your pursuit of the knowledge of the deep has come to fruition. If you take a short rest while fully submerged in at least 5 ft. of water, you regain all spell slots as if you had taken a long rest. In addition, while fully submerged in water, you gain blindsight up to 60 ft. Sample file

CIRCLE OF THE DEEP 2 Thanks to the Royal City Society for always helping to make sure these modules are the best that they could be, and to The Homebrewery for always making them look so good.

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CIRCLE OF THE DEEP 3