Circle of Corals

by 100AcreWoods

Search GM Binder Visit User Profile


































Art Credit: Anticipation from MtG

Circle of Corals

Druids who are members of the Circle of Corals feel at home among the ocean floor. They possess strong ties to the primordial forces of the seas and have adapted to a semi-aquatic lifestyle along coastlines where they live inside massive tide pools. These druids seek to uncover the mysteries of the deep while also protecting what is near and dear to them. They aim to create thriving ecosystems while safeguarding those which have already been established. To do this, they have taken up a symbiotic relationship with the corals they live alongside, making them just as formidable as the ocean waves.

Circle Spells

Your primordial connection to the sea as well as your symbiotic relationship with your corals grant you access to certain spells. At 2nd level, you learn the Shape Water cantrip if you don't already know it. If you already know this cantrip, you may choose another cantrip from the Druid spell list. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Corals 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 Circle Spells
3rd lesser restoration, shield
5th tidal wave, wall of water
7th control water, watery sphere
9th creation, maelstrom

Aqueous Spirit

Starting at 2nd level, through your symbiotic relationship, you gain the ability to breathe underwater, you ignore any movement penalties of underwater movement, and drinking salt water grants you the benefits of drinking purified water. You also do not prune when exposed to water for long periods of time. Additionally, as long as your brain and heart are intact, if any of your limbs are severed, they will gradually grow back to their original state in 1d4 weeks.

Living Armor

At 2nd level, you gain the ability to draw magic from the corals growing on your body. As an action, you can expend a use of your Wild Shape feature to cause them to envelope your body, rather than transforming into a beast form. While this feature is active you gain the following benefits:

  • Your AC is 15 + your Constitution modifier (minimum of one) A shield's benefits apply as normal while in this form.

  • When rolling for damage of a melee weapon attack, add an additional 1d4 poison damage to the damage roll.
  • At the start of your turn, if you have under half of your maximum hit points, your corals restore an amount of hit points equal to your Constitution modifier (minimum of one) until you are above half of your hit point maximum.

This form persists for 10 minutes, until you are knocked unconscious, or until you use your Wild Shape again.

Tidal Strikes

At 6th level, while your Living Armor is active, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you may use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee weapon attacks you make.

Walking Ecosystem

At 10th level, the teeming ecosystem attached to you flourishes even further allowing you to invoke the help of other marine creatures. While your Living Armor is active, as a bonus action, you can conjure either two Giant Crabs, one Giant Sea Horse, or one Reef Shark which appear within 5 feet of you. The Giant Sea Horse and Reef Shark do not require water to breathe and have a Flying (hover) speed of 40 feet. The creatures are friendly to you and your allies and take their turn immediately after yours. These conjurations



































persist until your Living Armor is inactive or until they reach 0 hit points. Once you use this feature, you must complete a long rest to use it again.

Great Barrier

At 14th level, your corals rely heavily on your livelihood and will protect you while you are unconscious. If you drop to 0 hit point and don't die outright, rather than falling prone, you remain standing and your corals completely encase your body and spread to the area surrounding you. While you are unconscious, the following go into effect:

  • Your AC is 25.
  • You are stabilized but remain unconscious.
  • Each round you remain unconscious, your corals extend 5 feet in every direction making the ground difficult terrain (maximum of 15 feet).
  • All spells that restore hit points that require the caster to touch the target can instead target your corals, they will immediately transfer the vitality to your body.

This effect is ended when you are no longer at 0 hit points. Once your corals use this feature, you must complete a long rest to use it again.




Art Credit: Mondo Sommerso by Cornacchia Art

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.