Druid: Difference between revisions

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'''Blazing Revival.''' At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest.
'''Blazing Revival.''' At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest.
=== Circle of the Reef ===
Druids of the Circle of the Reef take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.
'''Coral Calling.''' At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.
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When a creature affected by the difficult terrain enters the reef for the first time on a turn or starts its turn there, it takes 2d4 piercing damage. The reef lasts for 10 minutes, after which it crumbles into dust. Also, it ends early if you dismiss it as a bonus action, fall unconscious, or use your Wild Shape again.
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At 10th level, the reef’s radius increases to 20 feet, and the piercing damage increases to 3d4. At 18th level, the reef’s radius increases to 30 feet, and the piercing damage increases to 4d4.
'''Reef Denizen.''' At 6th level, when you conjure a reef with your Coral Calling feature, you can expend an additional use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into using your Wild Shape, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains there until the reef crumbles or it is reduced to 0 hit points, after which it disappears. It also disappears if it ends its turn outside of the reef. <br>
A creature you conjure in this way can breathe both air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level.<br>
The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br>
At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.
'''Breath of the Sea.''' At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell’s level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell’s level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
'''Ageless Reef.''' At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell.
An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level


=== Circle of the Spore ===
=== Circle of the Spore ===