Circle of the Reef

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 Decal

Starting at 2nd level, you can create concentrated sections of coral on your armor, granting you a +1 to your AC for 1 minute. This feature may be used a number of times equal to your Proficiency bonus as a reaction. You regain expended uses upon completing a short rest.

Alternatively, you may choose to encase any weapon you are holding in a hard, steel-like coral structure. Doing so grants you a +1 on damage rolls and your weapon is considered magical if it already isn't. This effect lasts for 1 minute, or until you choose to dismiss it.

Spell List

Your mystical connection to the reef and ability to transmute and conjure coral is noticeable in your spellcasting capabilities. At 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.

Circle of the Reef

Druid Level Circle Spells 3rd enlarge/reduce, spike growth 5th conjure barrage, water walk 7th fabricate, control water 9th conjure volley, passwall

Coral Armor

Starting at 6th 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; which is reduced to 5 feet at 10th level, and no movement penalty by 14th level.

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.