Druids are traditionally envisioned as serene protectors of the wild, calling upon the forces of nature and blending harmoniously into quiet groves. But what if your connection to the wild was more violent? What if it was physically carved into your very flesh?
I'm calling them monsters for two reasons. First, look at the art. Second, the Circle of Symbiosis Druids wield Osteomancy — the blasphemous art of controlling skull and spine, turning your enemies' skeletons into your playthings — to sever their own limbs and replace them with pieces of the natural world, transforming into walking, raging fusions of bone, bark, antler, and raw fury.
If that sounds like your kind of Druid, you're in the right place.
Let's break down its mechanics and explore a ready-to-play frontline build you can bring to your table tonight!
Circle of Symbiosis Druids completely flip the script on the standard playstyle of the class, trading backline spellcasting for aggressive, self-regenerating melee combat. Every level of this subclass deepens your fusion with nature — and more importantly, your capacity to unleash it violently.
Nothing says "nature" like the array of corpses left in your wake to be used as fertilizer.
Level 3: Circle of Symbiosis Spells
From the moment you enter this circle, your spell list expands with a very important cantrip, and a full suite of Osteomancy spells.
Shillelagh. You always have the Shillelagh spell prepared. This allows you to rush in melee and smack your enemies across the face. But more on that in the Wickerbone Behemoth section.
Extra Prepared Spell. The base Druid spell list has phenomenal crowd control and Concentration spells, but lacks meaningful ways to do burst damage. A necessary tool to thrive in melee, just ask the Paladin of your team. Your expanded list adds those in. Some of my favorites include Osseous Impalement, which deploys bone spikes to impale up to four creatures at once, and Displacing Maw, which conjures an eldritch maw to devour your enemies and relocate them on the battlefield. And finally, as a metal fan, Iron Maiden of Bones, allowing you to encase an enemy of your choice in a torture device made of bones, removing them from the battlefield and inflicting serious damage.
Roman Kuzmin
Level 3: Grafted Powers
You choose one of three passive boons that represent the nature fragments grafted onto your body. They meaningfully shape your playstyle so be careful which one you grab, because you can't change it later, and they improve at later levels.
Bear Back. You count as one size larger when Grappling and get a bonus Strength checks. This is the grappler's pick.
Deer Head. You get a bonus to Perception checks. Simple, reliable, and useful across every adventure.
Goat Hooves. It's now harder to knock you Prone, and you get a Climb Speed. If you enjoy running around the battlefield, this is for you.
Level 3: Wickerbone Behemoth
This is the feature that defines the subclass.
As a Bonus action, you expend one use of Wild Shape to awaken nature's wrath for 10 minutes and turn into an undying melee monster.
Your arms become Clubs under the effect of Shillelagh, using your Wisdom modifier for attack and damage rolls. You can still cast spells in this form, but did you really pick this subclass because you wanted to tickle your enemies with magic? No, we're here to make them return to the earth the old fashioned way.
That being said, Druids are notorious for having bad AC, so in order to survive longer than 1 round in combat, you are also under the effect of the Barkskin spell with a couple of added benefits.
Firstly, you get regeneration equal to half the damage taken since your previous turn, so a well-positioned Symbiosis Druid becomes a nightmare to kill. One caveat: the regeneration requires you to have taken damage to trigger. So you can't cheese it by waiting in the backlines.
Secondly, when a creature hits you with an attack, bone shards spray out, and each creature of your choice within 5 feet takes damage.
Combine all of these elements, and even though you're a Druid, standing in the middle of a pack of enemies is suddenly exactly where you want to be.
Level 6: Extra Attack
In line with other Gish subclasses, you can now attack twice whenever you take the Attack action and can choose to replace one of those attacks with a cantrip. This opens up combos with cantrips like Thorn Whip to drag those pesky ranged enemies to you and greet them with a right hook square across the jaw.
Level 10: Nature's Wrath
Your natural fury becomes more permanent. You're now always under the effect of Barkskin, even outside Behemoth form. While this feature is not ideal for your romantic life, it is phenomenal for adventuring.
But you know what is ideal for dating? The fact that when you transform into your Behemoth form, your size becomes Large…
and you gain Resistance to Bludgeoning, Piercing, and Slashing damage if you attack.
Combine this transformation with Bear Back, and you're "grappling" Huge creatures with ease. And without it, you are a bigger target, taking aggro away from your squishier allies, so it's a win-win.
This damage resistance is as powerful as it looks: taking the Attack action is what you're doing almost every turn anyway, so you're passively halving physical damage for the majority of combat, unless you're taking Fire damage, which will burn the Resistance away. But your GM would never use that, right?
Level 14: Briarheart
The name is a nod to an older game that starts with "sky" and ends with "rim".
Your heart is gone, replaced by the rage of the natural world itself. While in Behemoth form, you gain the Nick mastery property in addition to the base Slow property of your Club-sized arms. Because Clubs have the Light property, what this really means is that you get an extra attack every turn for free, and can free up your Bonus action.
And that's great timing, because the second part of this feature is the following: if you take the Attack action on your turn, you can take a Bonus action to cast an Osteomancy spell. This means you can swing thrice and fire an Arm Cannon, drop an Osseous Impalement, or hurl someone across the room with Displacing Maw — all in a single turn.
Whoever designed this subclass deserves a raise. Wait… I did the design...
Hey D&D Beyond, can we talk?
Now let's put this entire build into practice.
Tisiphone, the Grafted
Maximiliano Moretto
Born into the Circle of Symbiosis rather than converted to it, Tisiphone never had a choice. From a tender age she was subjected to the agonizing rites that transformed her into a living instrument of the Circle's will: grafts sewn into her flesh before she was old enough to refuse them. As she grew, the line between her humanity and the beast within blurred, until the child she once was became unrecognizable even to herself. Now she walks the city of Luyarnha as an undercover agent, her monstrous nature concealed beneath a veil of human skin, hunting her next targets on behalf of a Circle she was never given the chance to leave. Whether she reclaims what was taken from her, or becomes the tool she was always meant to be, remains to be seen.
Thornweald is built to be in the center of a fight — soaking damage, regenerating it, punishing attackers with her splinter aura, and controlling the field with Osteomancy spells. She is not a backline caster.
Her build prioritizes Wisdom for spell attacks and save DCs, with strong Constitution to maximize Hit Points. Both matter here: she plans to get hit, and her regeneration scales better when she has a large HP pool to buffer against burst damage.
Playstyles
The Symbiosis Druid's strength is the tension between its two modes: the battlefield-controlling Druid and the feral melee subclass. You can play this Druid in many ways, relying on an entirely different set of spells for each, but here are some suggestions:
The Bone Tide. Stay in Behemoth form and wade into the enemy's back line. The splinter aura punishes every hit, regeneration keeps you upright, and your Shillelagh arms tear through multiple attacks per round. Use Thorn Whip as your cantrip substitution to damage and drag opponents closer before landing a finishing blow. Best paired the Bear Back graft and the Grappler feat.
The Impaler. Open with Osseous Impalement to pin up to four creatures Restrained and aloft. Shift into Behemoth form and use your Extra Attack to demolish those who can't escape. And if an enemy is giving you trouble in melee, you can always use Displacing Maw to chew him and spit him out in front of your Paladin, who happens to have a Divine Smite with the bad guy's name written on it. I recommend the War Caster feat to pull this off consistently.
The Nightmare. Lead with Dread Scarecrow to Frighten and Prone every enemy within 30 feet. Walk into the now-helpless cluster in Behemoth form, swinging with Advantage. If you want to make sure they never escape you can also drop a Plant Growth or Forest of Dread. And suddenly you're not trapped in here with them, they're trapped in here with YOU. The Tough origin feat is useful on all these builds, but especially on this one, alongside Crusher.
Tell Your Story
Will you be a true believer who embraces the grafts, or a survivor of the Circle's insanity? Either way, nature has claimed you now. What you do with that is up to you.
I've been excited for Steinhardt's content, so I won't comment too much on that- instead, I love this guide! It really hypes me up to try to play one of these Druids, even though the content is outside my normal character comfort-zone. Maybe as a villain? I do enjoy my custom NPCs as a DM...
okay, just bought it so... What an underwhelming release. no spells present above level 05, only a very limited amount of trick weapons on offer... what a disservice to the material. a huge letdown.
You gain a bunch of spells that are specifically meant to be powerful damage-dealing spells to a class that is strong in other spellcasting areas but less so in direct damage, because the designer deliberately wants the subclass to be good at everything.
You automatically have 17 AC and the benefit of Shillelagh (twice!) when using Wickerborne Behemoth, heal half of the damage you've taken since the previous turn, and eventually get B/P/S resistance on top of healing half of the damage you take.
On top of being able to cheat game balance by making weapon attacks off of your spellcasting ability, you also get an option to add your spellcasting modifier to grapple checks, meaning you're a better grappler than a martial with maxed-out Strength.
You deal automatic damage to every creature of your choice within 5 feet of you every single time you take damage from an attack, e.g. free automatic damage every single time a melee attacker hits you.
You get to cast a cantrip (any cantrip, mind you, meaning True Strike via Magic Initiate) in place of one of your attacks while using Extra Attack, continuing the design choice of giving "gish" casters a better Extra Attack than martials get.
At 14th level, as the write-up proudly boasts, you can have a character who can make three attacks and cast a full-action spell in one turn—over and over and over and over, because you can do so every turn you're in your Behemoth form.
It's a joke. Another edgy third-party shovelware release with options that are deliberately designed to be significantly more powerful than comparable classes, to cheat around game balance.
How long is it going to be until 5.5e collapses due to the fact that people who don't shell out for the obnoxious one-note edgelord player options are sub-par compared to anyone who uses this stuff?
Oh, and because we haven't touched upon how broken the Scourgeborne species itself is:
You get a feature that can let you add your proficiency bonus to Dexterity saves. (Note that this cheats around the established rules of the game that state that you can't add your proficiency bonus more than once to a roll.)
You're 100% immune to any spell that would alter your form.
You get a better natural weapon/unarmed strike than every other species. (But only if you're evil.)
You get a bunch of free bonuses from Monstrous Lineages; for example, the Cervus lineage that the character uses gets to force the target to make a Strength save after an attack, and on a failed save you knock the target prone and get a free bonus-action attack. In a shining example of laziness, all of these features get "upgrades" at 5th level that just let you use them PB times per long or short/long rest, which is utterly pointless because you go from 1 use to 3 uses abruptly and there's no good reason why they shouldn't have just been PB/rest in the first place.
So just more and more of "give the players who use our options more and more than everyone else".
And for another example of the book's deliberate design philosophy of giving options that are far more powerful than existing player options, via purposefully cheating around the balancing mechanics of the game:
One of the new weapons added here is the Scythe, which is a d10 heavy reach weapon akin to existing polearms...except it also has the finesse property. And it has the Cleave property, because the designers know "make extra attacks" is always the best choice for weapon mastery.
There's also a feat that allows you to wield two-handed weapons with one hand.
In other words, you can be a character who wields a d10 reach weapon that benefits from Great Weapon Master, can use Polearm Master's BA attack and Cleave's free attack on every turn, and have the defensive benefit of a shield and the Defensive Duelist feat. All at once.
But only if you use the player options from Steinhardt's Guide to the Eldritch Hunt.
Why is just... So much of the content missing? Lots of oestomancy spells are not there, not to mention almost all of the gravity oriented stuff that is... Back into the void, I guess. No pact of the trigger, lots of weapons not present, only one carving... Just... Why? Man... I was so excited to build characters on Beyond who would have Bone Shield, and Bone Cocoon at the start of their adventures... With Aspect of Death as their final triumph. Sigh... This is so... Underwhelming.
Once again, I am disappointed at the lack of vetting in third party content. A quick look at a significant number of the new player facing options betrays an author who either does not understand 5.5e game balance or does not care. Perhaps it is unsurprising that the first auto-populated result on Google for “monkeydm” is “monekydm controversy” - evidently this author has a long history of clickbate videos pushing questionable rules readings as fact
Please put the whole book on here. I got the Kickstarter and love it. Give me the whole book. I will buy it again. Put the guiding moonlight dice here too!
Once again, I am disappointed at the lack of vetting in third party content. A quick look at a significant number of the new player facing options betrays an author who either does not understand 5.5e game balance or does not care. Perhaps it is unsurprising that the first auto-populated result on Google for “monkeydm” is “monekydm controversy” - evidently this author has a long history of clickbate videos pushing questionable rules readings as fact
There's a presumption here that this content wasn't vetted, when this fits the mold of the majority of third-party content WotC has sought out for DDB: edgy schlock with player options that are purposefully overpowered compared to first-party content. WotC is showing a clear pattern of favoring a specific flavor of content, for the same specific audience, all made by the same sort of people.
One beholder and a hand full of semi competent minions would crush a player using this in one or two turns. Use the anti magic cone then mosh pit the druid.
I will skip this one. When I purchase items here, I also like to get the physical book. However, because that physical book is 5e rather than the 5.5e ruleset I prefer, I will pass on both. I am only playing 5.5e now.
I believe it was talked about elsewhere but they had limits on how big this player pack could be, but a second one is already being talked about if this one does well that will include the missing content, this packs spell inclusions were geared towards level 12
That's not really true. The feat you mention says the other hand must be empty or holding a one handed weapon, so it can't be used to wield both a two handed weapon and a shield.
Great weapon master and Polearm master combo with scythe is true, but there are other better choices for this.
Defensive duelist combo indeed would work. But taking 2 feats to make this works, is just not worth it.
And for another example of the book's deliberate design philosophy of giving options that are far more powerful than existing player options, via purposefully cheating around the balancing mechanics of the game:
One of the new weapons added here is the Scythe, which is a d10 heavy reach weapon akin to existing polearms...except it also has the finesse property. And it has the Cleave property, because the designers know "make extra attacks" is always the best choice for weapon mastery.
There's also a feat that allows you to wield two-handed weapons with one hand.
In other words, you can be a character who wields a d10 reach weapon that benefits from Great Weapon Master, can use Polearm Master's BA attack and Cleave's free attack on every turn, and have the defensive benefit of a shield and the Defensive Duelist feat. All at once.
But only if you use the player options from Steinhardt's Guide to the Eldritch Hunt.
That's not really true. The feat you mention says the other hand must be empty or holding a one handed weapon, so it can't be used to wield both a two handed weapon and a shield.
Great weapon master and Polearm master combo with scythe is true, but there are other better choices for this.
Defensive duelist combo indeed would work. But taking 2 feats to make this works, is just not worth it.
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Posted Jun 30, 2026Lowkey hyped to pick this up one of these days
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Posted Jun 30, 2026i can fix him
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Posted Jun 30, 2026I've been excited for Steinhardt's content, so I won't comment too much on that- instead, I love this guide! It really hypes me up to try to play one of these Druids, even though the content is outside my normal character comfort-zone. Maybe as a villain? I do enjoy my custom NPCs as a DM...
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Posted Jun 30, 2026finally!
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Posted Jun 30, 2026okay, just bought it so... What an underwhelming release. no spells present above level 05, only a very limited amount of trick weapons on offer... what a disservice to the material. a huge letdown.
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Posted Jun 30, 2026I don't suppose there's any way the missing spells and items could be added retroactively, right?
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Posted Jun 30, 2026Is there a forum for report possible errors in the book? I'm pretty sure the Osteomancer's level 14 feature is missing text.
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Posted Jun 30, 2026Okay, so let's sum this druid class up.
It's a joke. Another edgy third-party shovelware release with options that are deliberately designed to be significantly more powerful than comparable classes, to cheat around game balance.
How long is it going to be until 5.5e collapses due to the fact that people who don't shell out for the obnoxious one-note edgelord player options are sub-par compared to anyone who uses this stuff?
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Posted Jun 30, 2026Oh, and because we haven't touched upon how broken the Scourgeborne species itself is:
So just more and more of "give the players who use our options more and more than everyone else".
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Posted Jun 30, 2026And for another example of the book's deliberate design philosophy of giving options that are far more powerful than existing player options, via purposefully cheating around the balancing mechanics of the game:
One of the new weapons added here is the Scythe, which is a d10 heavy reach weapon akin to existing polearms...except it also has the finesse property. And it has the Cleave property, because the designers know "make extra attacks" is always the best choice for weapon mastery.
There's also a feat that allows you to wield two-handed weapons with one hand.
In other words, you can be a character who wields a d10 reach weapon that benefits from Great Weapon Master, can use Polearm Master's BA attack and Cleave's free attack on every turn, and have the defensive benefit of a shield and the Defensive Duelist feat. All at once.
But only if you use the player options from Steinhardt's Guide to the Eldritch Hunt.
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Posted Jun 30, 2026So when are we going to get this stuff also for the original 5e classes? Since this content is originally 5e.
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Posted Jun 30, 2026Why is just... So much of the content missing? Lots of oestomancy spells are not there, not to mention almost all of the gravity oriented stuff that is... Back into the void, I guess. No pact of the trigger, lots of weapons not present, only one carving... Just... Why? Man... I was so excited to build characters on Beyond who would have Bone Shield, and Bone Cocoon at the start of their adventures... With Aspect of Death as their final triumph. Sigh... This is so... Underwhelming.
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Posted Jun 30, 2026Once again, I am disappointed at the lack of vetting in third party content. A quick look at a significant number of the new player facing options betrays an author who either does not understand 5.5e game balance or does not care. Perhaps it is unsurprising that the first auto-populated result on Google for “monkeydm” is “monekydm controversy” - evidently this author has a long history of clickbate videos pushing questionable rules readings as fact
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Posted Jul 1, 2026Please put the whole book on here. I got the Kickstarter and love it. Give me the whole book. I will buy it again. Put the guiding moonlight dice here too!
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Posted Jul 1, 2026There's a presumption here that this content wasn't vetted, when this fits the mold of the majority of third-party content WotC has sought out for DDB: edgy schlock with player options that are purposefully overpowered compared to first-party content. WotC is showing a clear pattern of favoring a specific flavor of content, for the same specific audience, all made by the same sort of people.
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Posted Jul 1, 2026One beholder and a hand full of semi competent minions would crush a player using this in one or two turns. Use the anti magic cone then mosh pit the druid.
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Posted Jul 1, 2026I will skip this one. When I purchase items here, I also like to get the physical book. However, because that physical book is 5e rather than the 5.5e ruleset I prefer, I will pass on both. I am only playing 5.5e now.
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Posted Jul 1, 2026I believe it was talked about elsewhere but they had limits on how big this player pack could be, but a second one is already being talked about if this one does well that will include the missing content, this packs spell inclusions were geared towards level 12
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Posted Jul 1, 2026That's not really true. The feat you mention says the other hand must be empty or holding a one handed weapon, so it can't be used to wield both a two handed weapon and a shield.
Great weapon master and Polearm master combo with scythe is true, but there are other better choices for this.
Defensive duelist combo indeed would work. But taking 2 feats to make this works, is just not worth it.
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Posted Jul 1, 2026That's not really true. The feat you mention says the other hand must be empty or holding a one handed weapon, so it can't be used to wield both a two handed weapon and a shield.
Great weapon master and Polearm master combo with scythe is true, but there are other better choices for this.
Defensive duelist combo indeed would work. But taking 2 feats to make this works, is just not worth it.