Retrograde Revision 2: Aquatic Druid
(art by StylishChocobutt on DeviantArt)
Another druid archetype from the early days of the blog, and kinda-sorta also of a series. Terrain druids are just that, those that specialize in a particular sort of terrain and the natural creatures and phenomena found there. Unlike animal shamans, however, these druids were a bit more loose with how they handled powers, not following such a strict template.
In any case, aquatic druids are exactly what they sound like, having a mastery over the waves be they the endless depths of the ocean or the much shallower but equally mysterious lakes and rivers. While they are not the only druids to boast such powers, they were the first, and the most general in their mastery of the waves, having no great specialization like tempest druids or river druids.
Oceans, lakes, rivers, and other such bodies of water are remarkable in the amount of wondrous life they can foster within them, but can also be dangerous and tempestuous at times. Anything that can be said about water as an element and as an environment applies here, and these druids venerate those aspects above all else.
Some may be druids of various aquatic peoples, who may very well think of their abilities as the “standard” druidic set, but they also include air-breathers that live on or alongside the water. Coastal, lakeside, and river communities may very well have some of these druids within them, while others might prefer to spend most of their time out on a vessel as navigators and magical support, spending as much time below the waves as above.
Either way, there are few who can match these druids in their preferred element.
As one might expect, the empathic powers of these druids only apply to aquatic creatures.
Not only do these mystics know a lot about watery environments, but they also are keen to recognize and react to the dangers of them as well.
Naturally, they are also powerful swimmers, able to move quickly in the water.
As masters of the depths, these druids apply the mystical resistances of druidcraft against aquatic magic and creatures, rather than against fey and plants.
With their specialization into the secrets of water, they learn the art of wild shaping a bit later than other druids.
However, by doing so, they eventually transform their bodies to adapt to the waves, breathing water and air freely, swimming faster, and becoming resistant to cold environments such as the dark depths.
More powerful druids of this calling become totally immune to the effects of pressure, and this resistance carries over into combat, their bodies resisting any sort of blunt-force or crushing damage to an extent, though naturally cutting or piercing weapons bypass this.
Whether you’re on the sea or just a watery region, this archetype can be perfect if you wanna play a druid in such games. Getting wild shape later makes a melee build less appealing, but it is still possible with an animal companion, though you’ll naturally want to pick up such a companion based on how much time you spend on land vs in the water. Otherwise, you’ll probably want to play for a back line support and control mage, particularly when in a watery environment. Flooding areas with control water is a good way to turn the tables if your party isn’t similarly hampered, but other water spells are also useful.
Aquatic druids may come to reflect the nature of their preferred body of water in their personalities, the tranquility of a lake, the steadiness of the river, the tempestuousness of the sea, and so on. However, while they are devoted to the watery environments, it might be difficult for them to convince terrestrial folk of dangers or risks to the sea and it’s ecology. Out of sight, and out of mind, as they say.
Grodair usually have horrible memories, but Inland Tide is an exception. The strange druid delights in manipulating water, summoning a host of swimming terrors into regions he floods to hunt. The fey lords do not appreciate his tendency of devouring their subjects, however, and will pay handsomely to have the dangerous beast removed. So desperate are they that they might even uphold their end of the bargain.
No one in the drow city of Vulz Vernaan stopped to consider the underground sea their city was suspended above. As long as one were careful not to fall in, or be pushed by a rival, the water was harmless… until the water rose up, allowing a blind whale to destroy the royal palace and the entire royal hierarchy to boot. Now the city is ruled by the flood’s perpetrator: a blind, half-malenti drow, who is currently setting her sights on the surface world.
The party is traveling along the coast, but is suddenly accosted by a troop of seafaring tribals, all of whom suddenly kneel before the party. Their leader, a stunningly beautiful half-elf. She requests their aid in stopping the efforts of the technologically minded nation of Calimzor from destroying their reef atoll home in the search for mystic stones capable of powering their strange automatons. She plans to come with, supporting them with her mastery of wind and wave.