Druid
Base Class: Druid

The seas are littered with the bleached skeletons of once-vibrant shores. Druids of the Circle of the Reef keep the memories of these places alive, in the hope that one day they might return.

 

This subclass was created for the Subclasseptember 2022 challenge!

Circle Spells

Your symbiotic link to oozes and your ability to tap into the nature of cellular division grants you access to certain spells. At 2nd level, you learn the acid splash cantrip.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Reef Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

(For legal reasons, licensed spells cannot be added to this subclass.)

Circle of the Reef Spells

Druid Level Circle Spells
2nd arms of hadar , color spray
3rd Melf’s acid arrow , prayer of healing
5th aura of vitality , hypnotic pattern
7th control water, Evard’s black tentacles
9th circle of power, wall of stone

Coral Carapace

At 2nd level, you generate an armored shell of limestone around yourself. While not wearing armor, your AC is 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Tidal Pool

Also at 2nd level, you gain the ability to bring the warmth of the ocean wherever you go. As a bonus action, you can expend a use of your Wild Shape feature to create a pool of ethereal water around yourself, rather than transforming into a beast.

This tidal pool appears in the space within a 15-foot radius, 40-foot-high cylinder centered upon yourself, and travels with you. The space within the tidal pool acts as water, but additionally has the following effects:

  • Creatures of your choice gain 5 additional maximum and current hit points when they first enter your Tidal Pool in a 24-hour period. The maximum and current hit points gained increases to 10 at 5th level, 15 at 11th level, and 20 at 17th level. These changes last until the creature takes a long rest.
  • Creatures of your choice gain a swimming speed of 40 feet while within the pool.
  • Creatures of your choice add your Wisdom modifier (min:1) to the first saving throw they make each turn while within the pool.
     

Your Tidal Pool remains active for 1 minute, or until you fall unconscious. You can also end it early as a bonus action. When your Tidal Pool ends, the water it created fades. Any creatures suspended within your Tidal Pool as it fades descend at a rate of 60 feet per round until they reach the ground.

Wellspring of Life

At 6th level, your Tidal Pool teems with the spirits of oceanic organisms. When you summon your Tidal Pool and as a bonus action afterwards, you can produce one of the following effects:

Tendril. A heavy tentacle grabs at a creature within your Tidal Pool. Make a melee spell attack against a creature within your Tidal Pool. On a hit, the target takes 1d8 bludgeoning damage and must make a Strength saving throw or be grappled until the start of your next turn.

Ink Cloud. A dark cloud bursts around a creature within your Tidal Pool. Make a ranged spell attack against a creature within your Tidal Pool. On a hit, the target takes 1d8 poison damage and must make a Constitution saving throw or be blinded until the start of your next turn.

Maw. A massive maw attempts to snap at a creature within your Tidal Pool. Make a melee spell attack against a creature within your Tidal Pool. On a hit, the target takes 1d8 slashing damage and must make a Constitution saving throw. On a failed save, the target takes an additional 1d8 slashing damage at the start of your next turn.

Nematocyst. A toxic barb jabs at a creature within your Tidal Pool. Make a melee spell attack against a creature within your Tidal Pool. On a hit, the target takes 1d8 piercing damage and must make a Constitution saving throw or be poisoned until the start of your next turn.

Shellter

Starting at 10th level, you can call upon the polyps of the reef to defend your allies. When a creature within your Tidal Pool takes damage, you can expend your reaction and a spell slot of 1st level or higher to place a stony shell around it, increasing its AC by 5 for the triggering hit and any subsequent attacks until the start of your next turn.

Memories of Extinction

Starting at 14th level, you can bring the power of the reef to bear even outside your Tidal Pool. You can use your Wellspring of Life abilities against any creature within 30 feet, regardless of whether it is within your Tidal Pool, and your Tidal Pool need not be active when you do so. If the target is within your Tidal Pool, your Wellspring of Life’s attacks have advantage against it.

Nothing

DNDBeyond won't let me make a Druid subclass without a 3rd level feature.

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