Druid
Base Class: Druid

Many druids from the Circle of the Reefmaker are master sages who protect the magical nature of shallow reefs. They often preside over a specific reef, tying them innately to the ebb and flow of its natural life cycles. In some cases, if a reef is destroyed or perishes due to natural causes, a druid that presided over it will manifest that change in appearance and personality. That druid in these situations may avenge the destruction of its ecosystem or work tirelessly to salvage what is left.

level 3 ability

to complete the class, all other abilities are granted at 2nd level instead

Coral Cycle

The power of your magic manifests through your coral cycle. Is it teeming with vibrant color and multitudes of life, or does it hold the pale touch of death and decay? Whenever you finish a long rest, choose which coral cycle will manifest: Living Coral or Dead Coral. This cycle lasts until you take another long rest.

Dead Coral

Your body holds decaying coral

Living Coral

The Coral around your body is living.

Part of the Ecosystem

You are attuned to the waters and ecosystem of your environment. You gain a swimming speed equal to your walking speed. Additionally, you can use your Wild Shape to transform into a beast with a swimming speed, contrary to the 2nd-level Beast Shapes table requirement. All other Wild Shape requirements and limitations must be followed.

Circle Spells

The Circle of Coral lets you learn additional spells when you reach certain levels in this class. The Circle of Reefmaker Spells table shows the Reefmaker Spells that count as druid spells for you and the spells associated with your current coral cycle. These spells are always prepared and do not count against the number of druid spells you know.

Living Coral

The Coral around your body is living.

Reefmaker

You embody the land you protect, mimicking the force of nature by growing coral from your body. As a bonus action, you can expend one use of your Wild Shape feature to manifest coral armor around your body for 1 minute rather than transforming into a beast.

While active, this armor grants a +2 to AC, along with the following benefits based on your current coral cycle:

Algae Expulsion (Dead Coral).

While wearing the coral armor, you emanate an aura of decay that extends 10 feet from you in every direction. When a creature ends its turn within the aura, you may choose for it to take necrotic damage equal to half your druid level. Additionally, when you are hit by an attack while wearing the armor, you may gain resistance to bludgeoning, piercing, and slashing damage for that attack. You can use this resistance feature a number of times equal to your proficiency bonus before taking a short or long rest.

Toxin (Living Coral)

When wearing the coral armor, a creature within 5 feet that touches or hits you with a melee attack takes acid damage equal to half your druid level. Additionally, you may choose to release a paralytic toxin when a creature takes this damage. If you do, the attacking creature must succeed on a Constitution saving throw against your spell save DC or become stunned until the beginning of its next turn. You can use this paralytic toxin a number of times equal to your proficiency bonus before taking a short or long rest.

Mutualism

When an allied creature within 60 feet of you regains hit points from a single target spell with a casting time of an action or bonus action, you can use your reaction to choose one additional creature within this range to benefit from the spell’s healing effects.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Threat of the Shallows

You gain additional features when you manifest your Reefmaker coral armor:

Living Coral: A creature that fails the Constitution saving throw is instead stunned until the end of its next turn.

Dead Coral: Your aura extends to 20 feet and the area within your aura becomes difficult terrain for creatures of your choice.

Biodiversity

Your power over ocean corals manifests fully, allowing you to encase a creature in coral. You learn the flesh to stone spell. You always have it prepared, and it doesn’t count against the number of druid spells you can prepare each day. When targeting a creature, its body does not have to be made of flesh to be affected by this spell.

Once per day, you can cast this spell without expending a spell slot. Once you cast the spell in this manner, you can’t cast it again until you finish a long rest, but you can cast the spell using available spell slots of the appropriate level.

Biodiversity also grants additional features, depending on your current coral cycle:

Biodiverse Army (Living Coral). Your coral brims with spectral sea creatures, mimicking life beneath the sea. As a bonus action while in your Living Coral cycle, make a ranged spell attack, causing the spectral sea creatures to target one creature within 60 feet of you. On a hit, the attack deals force damage equal to 2d8 + your Wisdom modifier. You can make this attack a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bleached Skeleton (Dead Coral). Once per long rest, when you reach 0 hit points and are in your Dead Coral cycle, you can encase yourself in a coral skeleton shell and stabilize automatically. While encased, you are incapacitated, immune to all damage except psychic damage, but can still be targeted with spells based on sight as long as the caster can see the coral shell. The coral shell has an AC of 20 and 100 hit points. When encased, if you regain at least 1 hit point, you heal additional hit points equal to your druid level and are no longer incapacitated as the coral shell crumbles away.

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