Druid
Base Class: Druid

The Circle of Reefs are a maritime society of Druids who invoke the power of oceanic coral to protect themselves in battle. Whether covering themselves in hardened carbon, sprouting electric tendrils or bleaching their bodies with a necrotic shroud, Druids of this circle are fierce protectors of the ocean and leave anybody who attacks them reeling with regret.  

Shell Pendant

2nd-level Circle of Reefs feature

You choose a magical ocean pendant to solidify your connection with the ocean. Your pendant can range from a Tiny to Small object and can serve as a focus for your druid spells. 

Whilst wearing your pendant, you have these benefits:

  • You know the shape water cantrip.
  • You have the color spray spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you have prepared. 
  • You can cast color spray without expending a spell slot. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

If your pendant is lost or broken it can be recovered at the end of a long rest.

Pendant

  d6  Pendant Form 
  1  A large pink Cockle shell necklace
2 A yellow flat Periwinkle necklace
 3 A Star Shell ring
 4 A red Star Fish worn in your hair
5 A Staghorn Coral earring 
 6 A length of Sea Whip coral woven around your arm 

Coral Form

2nd-level Circle of the Reefs feature

As a bonus action, you can expend a use of your Wild Shape feature to turn your flesh to a coral form, rather than transforming into a beast. 

Whilst adorning your coral form, you retain your game statistics, but your body becomes hardened and and can sprout a variety of luminously coloured plates, spines or tentacles depending on which form you assume. When using any of your coral forms you can breathe underwater. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Using these forms still allows you to cast spells within them. 

Whenever you assume your coral form, choose which of the following coral types you morph your flesh into; your choice gives you certain benefits while in the form:

Anemone. Your body sprouts out in brightly coloured fleshy tendrils. In this form, when an an attack is made against a friendly creature located within 5 feet of you, you may use your reaction to have the attack made at disadvantage as your tendrils move to protect your ally. When you are successfully hit with a melee attack, before the damage is resolved, the attacker must make a DC14 constitution saving throw. On a failed save the attacker takes 1d4 lightning damage + your constitution modifier. The effect's damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Bleached. Your body hardens and drains entirely of colour and life, replacing your eyes with dark voids. In this form you count as undead and deal an extra 1d6 necrotic damage to all melee attacks. The effect's damage increases to 2d6 damage at 5th level, 3d6 damage at 11th level and 4d6 damage at 17th level. 

Elkhorn. Your body covers itself in thick pale coral resembling large bony antlers. In this form your total Armour Class (AC) is increased by 2. This effect increases to 3 at 5th level, 4 at 11th level and 5 at 17th level. 

Fire. Your body sprouts out in sharpened red spines. In this form when you are successfully hit with a melee attack, before the damage is resolved, the attacker must make a DC14 constitution saving throw. On a failed save the attacker takes 1d4 poison damage + your constitution modifier and gains the poisoned condition. The disadvantage from this condition does not affect the current attack. On a successful save the attacker takes half damage and is not poisoned. The effect's damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

 

 

 

 

Toxic Protection

6th-level Circle of Reefs feature

Your coral flesh and toxic blood gives all four of your unique coral wild shape forms immunity to poison damage and the poisoned condition. If you are poisoned in your regular form, transforming into a coral wild shape cures the condition. 

Reef Spawn

10th-level Circle of Reefs feature

Once per long rest as an action you may choose up to a 30 foot x 30 foot square on the ground within sight to instantly transform into a coral reef. As soon as the action is taken the floor erupts with luminous spiked corals, anemones and wet seaweed. The chosen square becomes difficult terrain. When the reef appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage, or half as much damage on a successful save. Furthermore, the first time a creature enters the reef on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. On a failed saving throw the creature must then make a Constitution saving throw. On a failed save the creature gains the incapacitated condition as they are stung relentlessly by the anemone. 

When in any of your coral form wild shape, you may pass through the reef without impairment and take no damage from doing so. 

This ability replenishes after a long rest. 

Coral Golem

14th-level Circle of Reefs feature

If a coral reef has been created using the 'Reef Spawn' 10th-level ability, once per long rest you may use a bonus action on the same turn -or any subsequent turn the reef exists- to transform the reef into a Coral Golem (Download available from: https://www.dndbeyond.com/monsters/2829588-coral-golem). The Coral Golem is a medium construct and spawns in one available 5 ft square previously occupied by the reef. Spawning the Coral Golem removes the ongoing passive effects effects of the reef and the ground becomes normal terrain. 

When the Coral Golem reaches 0 hit points, you may use a reaction to have the dying Golem form a new reef centred on the location of its death. If no reaction is available, or you choose not to form a new reef, the Coral Golem disappears. 

The Coral Golem is an ally to you and your companions. In combat, the Coral Golem shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it attempts to move in front of an allied combatant as a defensive wall. 

The ability to summon a Coral Golem resets after a long rest. 

Water Breathing

3rd-level Circle of Reefs feature

You are no longer constrained to water-breathing within your Coral wild shapes. You now gain the ability to breathe underwater in your non-wild shape form. 

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