Base Class: Druid
Understand Undeath and its Unyielding Power
The Circle of Bones comprise of fanatics and fools who chase the powers of immortality, attempting to understand the natural states of creatures that are anything but. Often they gather in small groups to share knowledge or perform sacrilegious rites to corrupt and contort the natural order of the living.
Body of Death
You can channel necromancy into your wild shape forms, granting you the benefits below.
Undead Form. When you wild shape, you can also choose an undead creature with a challenge rating equal to or lower than your maximum challenge rating. You may also choose a beast form and treat it as if it were undead.
Deathly Fortitude. You gain Temporary Hit Points equal to 2 times your druid level.
Necromantic Knowledge. While in your wild shape form, you can cast spells from the Necromancy school.
Circle of Bones Spells
When you reach a Druid level specified in the Circle of Bones Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Gentle Repose, Inflict Wounds, Ray of Enfeeblement, Ray of Sickness |
| 5 | Animate Dead, Summon Undead* |
| 7 | Blight, Evard's Black Tentacles |
| 9 | Contagion, Raise Dead |
* If summon undead is unavailable, you can use Speak with Dead, or another spell as discussed with your DM instead.
Undead Plague
When you leave your wild shape form, or would drop to or below 0 hit points while in your form, you can use your reaction to create a cloud of miasma in a 15ft sphere around you. The cloud lingers until the start of your next turn. Any other creature than you that is within the cloud takes 1d8 Necrotic damage and must make a Constitution Saving Throw or become poisoned for 1 minute. When an undead creature within 60ft that you can see dies, you can also create a cloud of miasma on that creature instead of yourself.
At 10th level, you deal 2d8 necrotic damage and at 14th level, you deal 3d8 necrotic damage instead.
Cemetery of Bones
As an action, you can create an eruption of spiked bones that pierce out from the earth in a 20ft emanation around you and lasts for 1 minute. The area is considered rough terrain and whenever a creature moves 5ft using their walking speed within the area, they take 1d6 piercing damage and must succeed a Dexterity Saving Throw. If they fail, they have their speed reduced to 0 until the end of the turn. A creature only makes this saving throw once on each turn.
You can only use this feature once per long rest.
Lifeforce Toll
As a Bonus Action, you can take 1d8 Necrotic damage and begin to emit a magical aura as your lifeforce drifts from your body in raw, magical vapors. You take 1d8 Necrotic damage at the start of your turn, but whenever you make an attack roll, you can roll 1d4 and add that to the result. Once per turn, whenever you deal damage to a creature, you can add an additional 2d8 necrotic damage to that attack.
Damage you take from this feature cannot be increased or reduced in any way and ignores any resistances, vulnerabilities or immunities. You can only use this feature once per long rest and the effect lasts until your hit points are reduced to 0 or you recover hit points that result in your current hit points equaling or exceeding your maximum hit points.
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