Base Class: Druid
Druids of the Circle of the Reef are the protectors and the nurturers of the great coral reefs structures spotting the world. Much like how a forest druid may hasten the growth of trees with their magic, druids of the Circle of the Reef do the same with the coral structure left behind by the polyps that inhabit and build them. These Druids’ affinity to the sea drive them into manipulating the hard skeletal-like structures made by these marine invertebrates and fashion them into beautiful outcrops of colors, hardy fortresses, sizable protective walls, and colonies and cities for the oceans’ dwellers. Other druids of this Circle choose to fashion themselves with an armor juxtaposing even the resoluteness of steel to better help protect themselves from any outside threat and onslaught.
Aquatic Adaptation
When you choose this circle at 2nd level, you gain the Amphibious trait and a swim speed equal to your walking speed.
Coral Armor
Starting at 2nd level, your capability to shape coral is evident in your ability to construct a hardy and jagged half plate armor from coral to cover your body. While taking 10 minutes on deep meditation and prayer, you may shape a Coral Armor on your person that lasts until you dispel the effect.
Due to the ability to shape the armor however you please, donning this natural armor causes no penalties to dexterity, recieving no disadvantage on Stealth checks. Your movement is reduced by 10 feet while in the armor. Under the effect of Coral Armor, your base AC is 16 + your dexterity modifier (maximum 2), and any melee attacker that successfully strikes you in your armor receives 1d4 slashing damage.
Aspects of the Reef
At 6th level, you are connected to the reef and all its inhabitants. As a bonus action on your turn, while your Coral Armour feature is active, you can choose to adopt aspects that make up the coral you call home until the end of your next round. You may only have 1 of the effects listed below active at a time.
This feature may be used a number of times equal to your Proficiency Bonus. You regain any expended uses of this ability at the end of a short or long rest.
Beasts. You shape the coral to include the spikes of a lionfish or the spindly arms of the blue-ring octopus. The damage output of your Coral Armor becomes 1d6 upon contact with your person and the attacker must succeed on a Constitution saving throw equal to your Spell save DC or is poisoned until the end of your next turn.
Coral Scratch. The ends of your jagged coral structure become razor-sharp. The damage output is 1d6 upon contact with your armor and the attacker must succeed on a Constitution saving throw equal to your Spell save DC or risk receiving an additional 2d6 slashing damage on a failed save and no damage on a successful one.
Coral Growth. You shape your armor into hundreds of tiny, spindly needles. As an action on your turn, you may choose to turn a 20-foot radius surface that you can see within a range of 150 feet into difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Any creature that can't see the area at the time of creation must make a Perception check against your spell save DC to recognize it as hazardous.
Coral Decal
At 6th level, you learn to create clusters of coral on other creature to better protect them. As an action, you may touch one creature other than you and grant them a +1 bonus to their AC for 10 minutes. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and grain expended uses after completing a long rest.
Volley of the Reef
Upon reaching 10th level, you can produce of blast of hundreds of jagged coral spikes to erupt from your armor as an action on your turn. You may choose the shape the eruption takes, either a 40-foot-radius, or a 30-foot-cone from you and each creature must make a Dexterity save. A creature in the target area takes 8d8 piercing damage on a failed save, or half damage on a success.
You can use this feature once per day and you regain the expended use when you finish a long rest.
Kelpie's Pridwen
At 14th level, you learn to shape your coral armor around any form you take. When you wild shape into a beast, you may choose to retain your coral armor on the new form, resizing it however needed around the new shape you take. Your Aspect of the Reef and Volley of the Reef features also extend to your beast form, being able to reproduce their effects while in the new form.
Comments