Druid
Base Class: Druid

As Druids learned of the spread of Necromancy, they found themselves faced with a disruption of the natural order. After some time, a few druids banded together and formed the Circle of Bone, with the purpose of using up what life force dwells in carcasses before it can be corrupted. As time went on and the Circle spread, those within it started to branch out, using their powers for various reasons. Some remained loyal to the original purpose of helping the natural order progress and stay unaltered, some drew power from the dead to give to the living, and yet others took the power within the dead and used it for reanimation.

Skeletal Armor

Starting at 2nd level, as an action, you can expend a use of Wild Shape to summon forth bones scattered in the surrounding area, drawing them to your body to enhance your abilities. While the armor is used, you gain advantage on Charisma (Intimidation) checks, and an additional effect depending on the creature the bones originally belonged to. To determine the additional effect, roll 1d4, the result of which is detailed in the table below.

These effects maintain even while in Wild Shape, and disappear when you take a short rest, or if you manually end it (no action required).

Roll Effect

1

The bones you've gathered once belonged to small, nimble creatures. You gain 5 movement; this becomes 10 movement at 10th level.

2

The bones you've gathered once belonged to large, hearty creatures. You gain temporary HP equal to twice your Druid level.

3

The bones you've gathered once belonged to strong, magical creatures. Any damage you deal has an additional 1d4 necrotic damage; this becomes 2d4 at 10th level.

4

The bones you've gathered once belonged to a variety of creatures. You gain +1 to your AC; this becomes +2 at 10th level.

 

Lingering Vitality

You've honed your ability to draw upon even the faintest sliver of life in an organism. Starting at 2nd level, whenever you deal damage to an undead creature, you recover an amount of HP equal to half of that damage.

The Natural Order

You have studied ways to combat the undead, as well as the forces that animate them, becoming more resilient against them as a result. Starting at 6th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced.

Bone Prison

When you reach 10th level, as an action, you gain the ability to summon bones from below a creature within 30 feet to keep them in place. The target must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 piercing damage and be restrained for one minute. This damage becomes 2d6 piercing damage at level 14. You can use this a number of times equal to your proficiency bonus, and regain all expended uses on a short rest.

When a creature starts their turn restrained within this spell, they take an amount of necrotic damage equal to your proficiency bonus, and can make a constitution saving throw against your spell save DC to break free. You can only have one creature restrained at a time; using this ability again will cause the first prison to crumble.

Shard Storm

When you reach 14th level, as an action, you can bring forth bones around you and buried beneath the earth and unleash a storm of shards. The shards fly out in a 20 foot cone in front of you. Any creatures in this area must make a Dexterity saving throw against your spell save DC, taking 4d6 piercing damage and 4d6 necrotic damage on a failed save, or half as much on a successful save.

If you have Skeletal Armor active, you can discard the armor to make the creatures within the cone make the saving throw with disadvantage. You can use this feature three times per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2022 11:35:34 PM
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6/3/2022 3:21:59 PM
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10/27/2022 7:23:05 PM
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4/10/2024 1:38:10 AM
73
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