Druid
Base Class: Druid

Druids of the Circle of Bones have tapped into the power of the ancient masters of the world, the apex predators of a bygone age. Massive creatures such as the Terror King, who's modern equivalents are paltry in comparison to the ancient Titans that ruled the world in the ancient past. They are protectors of the bones of the Ancients, drawing power from their connection with these archaic spirits. They seek out and excavate the Bones of the Ancients to revere and study the deep past. They also protect these bones from petty collectors who would display them as trophies or powerful entities who would abuse the power of the Ancients for their own nefarious ends. They are tireless defenders and powerful allies to all who seek to protect the wild, both ancient and contemporary.

Power of the Ancients

2nd-level Circle of Bones feature

At 2nd level, you become imbued with the power of the Ancient Masters of the World, such as the titanic apex predator, the Terror King. You are a font of energy that offers this power to your allies, manifesting the spectral form of an Ancient around your target. You have a pool of Ancient energy represented by a number of d6s equal to your proficiency bonus.

As a reaction, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to your proficiency bonus or fewer (minimum of 1). Roll the spent dice and add them together. The target can add the number equal to the total to an attack roll or saving throw, potentially turning a failed roll into a success. This is done after the initial roll is complete but before they learn if the roll is a success or not.

You regain all expended dice when you finish a short rest.

Circle Spells

2nd-level Circle of Bones feature

You have formed a bond with the spirits of the ancient past. Your link with these spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Bones 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.

Circle of Bones Spells
Druid Level Spells
2nd false life, cure wounds
3rd alter self, augury
5th speak with dead, revivify
7th phantasmal killer, death ward
9th raise dead, mass cure wounds

Ancestral Bulwark

6th-level Circle of Bones feature

At 6th level, the bones of the Ancients can once again protect you and your allies. As an action, you can call upon the spectral bones of the Ancients to burst out of the ground within 30 ft. that is 15 feet long and 5 feet wide. Alternatively, you can call them to form a protective hut around yourself and up to 5 other creatures within a 10-foot circle of a point of your choosing. The Ancestral Bulwark have an AC of 18 and HP equal to 3 times your Druid Level, are semi-translucent and are solid to the touch. Attempting to look through (perception or investigation) the Bulwark is done with disadvantage. Creatures adjacent to the Ancestral Bulwark gain full cover and a number of temporary hit points equal to your druid level. The Ancestral Bulwark remains standing for 8 hours, after which they dissipate. 

You can use this feature a number of times equal to your proficiency modifier before requiring a Long Rest.

Eidolon of the Ancients

10th-level Circle of Bones feature

Starting at 10th level, you can call upon the spirits of the Ancients to inhabit the world. As an Action on your turn, you can channel either a skeletal Allosaurus, or a skeletal Plesiosaurus by expending one use of your Wild Shape feature, rather than assuming a beast form. In order to maintain the connection, the Druid must expend the Action "Channel Eidolon" on each of their turns, otherwise the Eidolon will be stunned this round. If the druid is attacked while Channeling, they must make a CON save to maintain their concentration. You can only have one Eidolon channeled at a time.

This Eidolon takes it's turn immediately after the Druid in initiative, and can only take the Dodge, or Dash Action on it's turn unless the Druid uses a bonus action to command it take another action, such as attack.

Awaken the Terror King

14th-level Circle of Bones feature

At 14th level, you can summon the master of the Ancients, the Terror King to lend it's strength to your cause.

You can call upon the spirit of the powerful Titan of the Ancients, the Terror King! As an Action, you can summon the fossilized skeleton or spectral remains of a unique Tyrannosaurus Rex, which will raise out of the ground below you. You are then mounted on the Terror King (for which you are considered proficient in). It takes it's actions immediately after you, sharing your initiative, and can only take the Dodge or the Dash unless you use your bonus action to command it to make another action, such as attacking.

In addition to having the stats of a Tyrannosaurus Rex, it also has an Aura of Terror that extends 30 feet from it. Any creature hostile to the druid or the Terror King must succeed on a Wisdom save or be frightened of the Terror King and must use their movement on their turn to run away as fast as possible. Additionally, any allied creatures in the Aura gain temporary hit points equal to twice the Druid's level. They can repeat this saving throw at the start of their next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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