For the next 3 rounds, including this round, you conjure water and it takes the shape of one of the following aquatic sea life forms of your choice. (this spell does not limit the casting of other, non-cantrip, spellcasting within the same round)
Octopus:
gain 1 AC. You may spend an action to deal 1d6 bludgeoning damage to a creature within 10ft of you and a reaction to gain an additional 2AC for a singular attack done against you.
Swordfish:
As an action you may charge a creature, in a relatively straight line, with 15 feet extra movement speed. upon getting within 5 feet of the creature, you may make a spell melee attack for 2d8 piercing damage. The creature must be within range of this spell when cast. When charging, if you move more than your base movement speed, then attacks of opportunity that would result from any of the movement from this charge are at disadvantage.
Angler fish:
The area is lit by a large orb above you. Centered around you is a 25ft bright and an additional 25ft dim light. This light lasts 1 round longer than aquatic mimicry's 3 round limit, emitting 25ft dim light until your next turn. The round you cast this you can choose to spend your action to flash the light of the orb; Any creature within a 25ft radius who's eyes aren't well covered must make a constitution saving throw or be blinded for 1 round. All healing within the bright light gets a bonus equal to your druid level
You may continue to conjure water to fit your aquatic form if it is destroyed or relocated
At higher levels, every 2 spell levels higher than 2 increases the amount of dice rolled, for each respective dice type, by 1
* - (A piece of the animal associated with the form chosen or a flake of coral)
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