Druid
Base Class: Druid

Druids of the circle of the reef find the beauty of the waters and draw their powers from there. The beauty they’ve found were in the reefs such as Deep Row, Inkclaw, and Southern Gate. Many of the druids of this circle tend to stay in these reefs, protecting those on land from whatever that may come from the ocean, but some will venture out when the land is in danger.

Circle Spells

When you join this circle, you have an innate connection with the beauty and the toughness of the reef and its coral. Your bond with the coral grants you access to some spells when you reach certain levels in this class, as shown on 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.

Druid Level 

2nd

3rd

5th

7th

9th

Spells

Create or Destroy Water, Find Familiar

Air Bubble, Rime's Binding Ice

Meld into Stone, Water Walk

Fire Shield, Stone Shape

Cone of Cold, Transmute Rock

Guard of the Reef

When you join this circle at 2nd level, during a short rest, you can form a shield with at least 6 lb. of coral and rocks that were submerged in water. With this shield, you gain a resistance to cold damage, but if you take at least 10 bludgeoning damage it will crumble apart. You can only have one shield at a time. If there are two shields, the first shield will crumble into half of the materials used to make the shield.

Coral's Guidance (Optional)

At level 3, when you hold a piece of coral, you are able to hold your breath for 1-hour 

Guardian of the Reef

At 6th level you can alter your body that resembles coral from the reefs. As a bonus action, you can expend a use of Wild Shape to harden your skin into coral. For 10 minutes, you gain the following benefits:

  • Add your wisdom modifier to your AC
  • Add your proficiency bonus when making unarmed strikes
  • Unarmed strikes deal blogoning or slashing damage equal to 1d6 + you Strength modifier 
  • Gain advantage on grappling checks

Provider of the Reef

At 10th level, as an action summon a 5 ft deep lake within a 30 ft radius centering yourself for 10 minutes. The ground is similar to a coral reef. It will stay in place. You and a number of creatures equal to your wisdom can stand above the water. In addition, the area around you is considered difficult terrain. You must maintain concentration as if it were a spell, and when it ends, you can’t do it again until you finish a long rest.

Protector of the Reef

At 14th level, you can force your mind to be in the reef when your body isn’t. When holding a rock or a piece of coral, you gain the following benefits:

  • When you take bludgeoning, piercing, or slashing damage, you can use a reaction to remove 1d10 from that damage.
  • You can breathe underwater .
  • Gain a swimming speed equal to twice your walking speed.

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