Base Class: Druid
Druids of this Circle are more akin to paleontologists than traditional druids. They focus on the prehistoric era, before the advent of humanoid races or the modern world. They dig up bones, fossils and other records of prehistoric existence. However, rather than study solely for documentation, druids of The Circle of Fossils use their knowledge to channel the terrifying powers of beasts long extinct to aid themselves in combat or to support their party.
Partial Wild Shape
Unlike other druids, the Circle of Fossils' Wild Shape cannot be initially complete, as the true form of the beast has not been seen. However, from studying fossils, you are able to determine the main characteristics of the beasts and transform into them partially. You are able to mimic the more notable features of the beast such as claws, horns, fangs, or wings. Your current size and general form will be kept, allowing you to perform spells, speak, or use items. This transformation requires an action. You may freely enter or exit the bestial form. However, when incapacitated, you revert to your original form.
If a beast you partially transform into has a higher base speed, you gain a bonus of half its base speed, rounded down. Otherwise, you retain your original speed. If the beast has a flying or swim speed, you gain a bonus of half of its flying or swimming speed, rounded down. You retain your original flying and swimming speed if it is greater.
You gain a bonus to Armor Class that is the beast's AC - 10 and is then halved and rounded down. If your current armor class is greater, that is kept, and no bonus is granted.
You gain half of the beast's Score Modifiers, rounded down. This only applies to positive modifiers. Negative modifiers are not counted.
You gain the beast's attacks such as Bite or Claw. If the beast has a special attack such as Tail for Ankylosaurus, you gain that as well. The total damage that is rolled and added will be halved, rounded down before being used.
Fossil Form
Whilst examining fossils, you also start to understand the fossilization process, albeit in a rudimentary way. When taking a short rest, you may choose to partially fossilize yourself. In this state, you do not age and cannot move, but you are aware of your surroundings. Your skin turns partially into stone, giving you a +2 bonus to your AC. You become resistant to fire, lightning, slashing and piercing damage. The rapid fossilization processes allow you to cure yourself of one poison per short rest. Additionally, you regain spell slots. The combined spell slot level is equal to half of your current level, rounded up. You cannot, however, recover spells slot of the 6th level or higher.
To exit this state, you must take a minute to reverse the fossilization.
Circle of Fossils Spells
Learning of fossils and ancient beasts has allowed you to learn some core spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells pertaining to the earth and primal power.
Once you gain access to a circle spell, 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 | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Transforming Touch
Starting at 6th level, you can evoke the power of ancient beasts within other people. You gain charges, equal to your level, rounded down. These charges are restored per long rest. When taking a short rest, you may regain 1 charge. When using Fossil Form while taking a short rest, you will regain an additional 1d4 charges.
When you touch a willing creature, you give them power to access Partial Wild Shape. They follow the same rules of Partial Wild Shape. The duration of their Partial Wild Shape is 1d4 + (1/2 your level, rounded down) hours.
At any point, you may revoke the power of Partial Wild Shape from individuals you have touched as a free action. If they have transformed, they will revert back to their original form.
Primal Touch
When you reach 10th level, you can directly command lower beasts and transform them into ancient beasts. When you touch a beast whose challenge rating is equal to or lesser than your current challenge rating for Partial Wild Shape, you can charm them. When they are charmed, you can choose to transform them into an ancient beast of your choice. However, the chosen beast must be of roughly equal size or smaller and of equal challenge rating or lower. It will take on the chosen's beasts stats. The charmed beast is entirely controlled by you and will go directly after your turn.
If the charmed beast successfully melee attacks another beast, with a bonus action you can choose to charm the attacked beast. The beast will now be controlled by you and can transform using the same rules. You may choose the order of the beasts' turn order as they are all on the same turn.
If the beast becomes incapacitated, they will return to their original form and they will stop being controlled by you.
At the 10th level, you may control up to 2 beasts at a time. You will be able to control more beasts as you level up.
Fossilizing Touch
When you reach 14th level, your knowledge of fossilizing has allowed you to perform this process on other creatures. You gain a number of charges, equal to your spell slot level. These recharge fully after a long rest. When taking a short rest, you regain 1 charge. When using Fossil Form while taking a short rest, you gain an additional 1d4 charges. There are two ways to utilize this ability.
Preserving Touch
When you touch a willing creature, you may partially fossilize them. The creature gains additional Armor Class, equal to your spellcasting modifier. Their stone skin grants them resistance to non-magical physical, lightning, poison, fire and acid damage. The fossilization allows them to cure them of one poison of their choosing or at random. Additionally, they gain resistance to necrotic damage. However, their speed is reduced to half, rounded up. At the start of the creature's turn, they gain 1d10 + your spellcasting modifier in temporary health. If you touch an incapacitated creature, they are stabilized and gain the aforementioned buffs and temporary health gain. This ability lasts for a number of turns equal to half your spellcasting modifier, rounded down. You may touch an already affected creature to reset the duration.
Petrifying Touch
When you touch a creature, you may instead attempt to fully fossilize them. If you successfully touch a creature, you can choose to expend a charge. The creature must make a Wisdom saving throw. If they succeed, nothing happens. If they fail, they become petrified. They remain in this condition for a number of turns equal to your spellcasting modifier. At the start of the creature's turn, they may roll a Wisdom saving throw. If they succeed, they may reverse the fossilization and undo the petrified. If they fail, they continue to be petrified. You may only attempt this ability on the same creature after they have been broken out of fossilization.
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