Base Class: Druid
You always find yourself marveling at the incredible beauty and variety of life in coral reefs. You establish a symbiotic relationship with reefs, both swearing to protect the other.
Reef's Boon
Starting at 2nd level, you can call upon the inhabitants of a reef to aid you. This requires expending a use of Wild Shape. You can use the following effects. You can use an individual effect only once between rests, and you can use this feature only once per turn.
Coral Boomerang. As an action, you can hurl a spinning chunk of coral at any number of creatures you can see within 30 feet of you. Make a ranged spell attack against each target. If it hits, the target takes 2d6 + your druid level bludgeoning damage.
Octopus' Camouflage. As an action, you and any creatures of your choice within 30 feet of you gain the power to change colors. For 10 minutes, affected creatures have advantage on Dexterity (Stealth) checks.
Starfish's Regeneration. As a bonus action, choose any number of creatures you can see within 30 feet of you. You and they regain hit points equal to half your druid level. At the start of your next turn, they regain an equal number of hit points.
Urchin's Embrace. As a reaction when you a creature hits you with melee attack, you can retaliate with razor-sharp spines. The creature takes 1d6 + your druid level piercing damage
Under the Sea
Starting at 2nd level, you are most at home beneath the waves.
You have a swimming speed equal to your normal speed.
You can breathe both air and water.
You can communicate with marine beasts and plants as if you shared a common tongue. You have advantage on Charisma checks made to influence them.
Coral Armor
Starting at 6th level, you become covered in a shielding growth of coral. When you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
This damages the coral, but it regenerates over time. Once you use this feature, you must wait until you finish a long rest to use it again.
Gather Your School
At 6th level, you can transform your friends into sea creatures. You can cast Animal Shapes. If you do so, the targets must become beasts with a CR of 0 with a swimming speed or the ability to breathe water.
Once you use this feature, you can't do so again until you finish a long rest.
Unleash Anemone
Beginning at 10th level, you can lash out with the power of a stinging anemone. As a reaction when a creature within 30 feet of you that you can see damages you, you can force it to make a Constitution saving throw against your spell DC. If it fails, it is paralyzed until the end of its next turn. Once you use this feature, you must finish a short or long rest to use it again.
In addition, you become immune to poison due to the anemone's blessing.
Reef's Enduring Boon
Beginning at 14th level, you can harness a greater portion of the reefs' power. When you finish a short or long rest, choose one of the following benefits. It lasts until you finish a short or long rest, and it affects you and any creatures you touch at the finish of the rest. When you expend a spell slot of 1st level or higher, you can switch effects.
Lionfish's Display. Targets gain a bonus to Charisma (Intimidation) checks equal to your Wisdom modifier.
Hammerhead's Aggression. Targets can use a bonus action to move up to their speed toward an enemy of their choice that they can see or hear. They must end this move closer to the enemy than they started.
Hermit Crab's Harbor. Opportunity attacks made against targets are at disadvantage.
Sea Horse's Stability. Targets have advantage on any ability checks and saving throws to avoid being pushed back or knocked prone.
Previous Versions
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Coming Soon
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