Base Class: Druid
You've lived near Reefs for so long that you've gained abilities from the coral and denizens of the reef you live near. However the long standing deaths of reefs across the globe has allowed you to have some modicum of control over life and death.
Level 3: Circle of the Reef Spells
you gain spells associated with your circle
Level 3: Circle of Resurrection
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. as a reaction If a creature in the circle dies to your necrotic damage you can raise them as a zombie. These zombies are covered in coral
The damage and increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Level 6: Coral Zombies
When you use a necromancy spell or circle of resurrection feature to raise the dead as coral zombies they get to add your proficiency bonus to their armour class, attack, and damage rolls. also depending on what type of coral you summon the zombies with they get to add 1d4 of an energy damage type.
Fire Coral:Radiant
Brain Coral:Psychic
Sponge Coral:Force
Pillar Coral:Necrotic
Tube Coral:Magical Slashing/Bludgeoning/Piercing
Level 10: Life and Death
You are immune to the Poisoned condition, and you have Resistance the Poison and Necrotic damage types. You also have advantage on death saving throws.
Level 14: Spectral Reef
As a Magic action, you can expend a use of your Wild Shape and cause a spectral reef to form around you. This spectral reef is a 40ft cube centered on you. and in doing so as part of that same action you can summon 1d6+proficiency coral zombies. You can control these zombies as a bonus action on your turn.
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