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Tell me about some non-core/3rd party Druid Circles
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<blockquote data-quote="CleverNickName" data-source="post: 9244424" data-attributes="member: 50987"><p>In <em>T</em><a href="https://preview.drivethrurpg.com/en/product/308461/the-seas-of-vodari-5e-swashbucking-sorcery-on-the-high-seas" target="_blank"><em>he Seas of Vodari </em>(by Tribality Games)</a>, there is a druid "Circle of the Deep" that expands the concept of the Coastal Druid. These are druids that live beneath the waves, not alongside them. Druids from the Circle of the Deep have a host of abilities that are better suited to underwater exploration, and they infuse their spells with the cold, crushing pressure of the deep ocean.</p><p></p><p>Here's how they compare, side-by-side.</p><p></p><p></p><p>Level 2:</p><p>Circle of the Land: you gain a bonus druid cantrip of your choice</p><p>vs.</p><p>Circle of the Deep: you gain the <em>shape water </em>cantrip</p><p></p><p>Level 2:</p><p>Circle of the Land: recover spell slots over a short rest</p><p>vs.</p><p>Circle of the Deep: resistance to cold, swim speed, breathe water, withstand pressure to 1000ft per druid level, your spells knock creatures prone and slow them down.</p><p></p><p>Circle Spells:</p><p>Circle of the Land (Coastal): <em>mirror image/misty step, water breathing/water walk, control water/freedom of movement, conjure elemental/scrying</em></p><p>vs.</p><p>Circle of the Deep: <em>mirror image/misty step, water breathing/water walk, control water/freedom of movement, conjure elemental/scrying</em></p><p></p><p>Level 2:</p><p>Circle of the Land: not slowed by difficult terrain, advantage on saves vs. plants</p><p>vs.</p><p>Circle of the Deep: your <em>water breathing </em>spell also grants a swim speed, resistance to cold, the ability to withstand pressure to 6000 ft., and can't be dispelled except by you.</p><p></p><p>Level 10:</p><p>Circle of the Land: can't be charmed or frightened by elementals or fey, immune to poison and disease</p><p>vs.</p><p>Circle of the Deep: gain blindsight 60', communicate telepathically with any creature you can see within 120 feet.</p><p></p><p>Level 14:</p><p>Circle of the Land: beasts must pass a Wisdom save in order to attack you.</p><p>vs.</p><p>Circle of the Deep: creatures that you knock prone with your spells take 5d10 cold damage and are restrained.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9244424, member: 50987"] In [I]T[/I][URL='https://preview.drivethrurpg.com/en/product/308461/the-seas-of-vodari-5e-swashbucking-sorcery-on-the-high-seas'][I]he Seas of Vodari [/I](by Tribality Games)[/URL], there is a druid "Circle of the Deep" that expands the concept of the Coastal Druid. These are druids that live beneath the waves, not alongside them. Druids from the Circle of the Deep have a host of abilities that are better suited to underwater exploration, and they infuse their spells with the cold, crushing pressure of the deep ocean. Here's how they compare, side-by-side. Level 2: Circle of the Land: you gain a bonus druid cantrip of your choice vs. Circle of the Deep: you gain the [I]shape water [/I]cantrip Level 2: Circle of the Land: recover spell slots over a short rest vs. Circle of the Deep: resistance to cold, swim speed, breathe water, withstand pressure to 1000ft per druid level, your spells knock creatures prone and slow them down. Circle Spells: Circle of the Land (Coastal): [I]mirror image/misty step, water breathing/water walk, control water/freedom of movement, conjure elemental/scrying[/I] vs. Circle of the Deep: [I]mirror image/misty step, water breathing/water walk, control water/freedom of movement, conjure elemental/scrying[/I] Level 2: Circle of the Land: not slowed by difficult terrain, advantage on saves vs. plants vs. Circle of the Deep: your [I]water breathing [/I]spell also grants a swim speed, resistance to cold, the ability to withstand pressure to 6000 ft., and can't be dispelled except by you. Level 10: Circle of the Land: can't be charmed or frightened by elementals or fey, immune to poison and disease vs. Circle of the Deep: gain blindsight 60', communicate telepathically with any creature you can see within 120 feet. Level 14: Circle of the Land: beasts must pass a Wisdom save in order to attack you. vs. Circle of the Deep: creatures that you knock prone with your spells take 5d10 cold damage and are restrained. [/QUOTE]
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