Druid
Base Class: Druid

Some of the first organisms to ever roam the lands before there was intelligent life were soft bodied organisms floating in a primordial sea. But when life took to the land, evolution would lead to remarkable feats of change, leading to one of the most impressive creatures to roam the Earth: the dinosaurs. With so many diverse families and species, they were the most successful lineage of animals to ever exist. However only one group of them lives successfully in the present, that being the birds. In place of the dinosaurs, the world is now inhabited by all new beasts. The age of the dinosaurs slowly fades, but their memory still continues in several ways. One of which is through the primal magic tied to beasts and Druids. Using their extensive knowledge of ancient natural history and the power of the wilds, a druid can become a primeval beast.

Paleontologist

3rd-level Circle of Dinosaurs feature

You know where to find fossils of gigantic ancient beast when you spend at least 1 hour of research. You know what species they are and how they most likely behaved.

Primeval Spirit

3rd-level Circle of Dinosaurs feature

Summoning the Primeval Spirit.  As an action, you can expend one use of your Wild Shape feature to summon your Primeval Spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.

The Primeval Spirit in Combat. In Combat, the spirit acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Bite or Tail action. If you have the Incapacitated condition, the spirit acts on its own and isn't limited to the Dodge action.

Primeval Spirit's Lifespan. The spirit remains for 8 hours until it is reduced to 0 hit points, until you summon the spirit again, or until you die.

Primeval Spirit

Large Beast, Neutral

AC 13 + your Wisdom modifier

HP 5 + 5 times Druid level

Speed 30 ft.

    Mod Save
STR 19 +4 +4
DEX 13 +1 +1
CON 15 +2 +2
    Mod Save
INT 9 -1 -1
WIS 12 +1 +1
CHA 14 +2 +2

Immunities Charmed, Frightened

Senses Darkvision 60 ft.; Passive Perception 11

Languages understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Ancient Bond. You can add your Proficiency Bonus to any ability checks or saving throws the Primeval Spirit makes.

Trusty Mount. Mounting the spirit costs you no movement and you always safely land on you feet if you are dismounted off of it.

Actions

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + your Wisdom modifier Piercing damage.

Tail. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + your Wisdom modifier Bludgeoning damage.

Level 6: Archosaurian Traits

6th-level Circle of Dinosaurs feature

You can outfit your Primeval Spirit with special adaptations. Select two of the options below. Whenever you summon your Primeval Spirit, it gains the traits from the options you chose. You can replace an option you selected for another whenever you finish a Long rest. You can select an additional option when you reach levels 10 and 14 in this class.

Allosaurus (Light Skull)

Your spirit can make an additional Bite action whenever you command the spirit to take the Bite action. You don't add your Wisdom modifier to the extra attack's damage unless that modifier is negative.

Ankylosaurus (Armored Back)

Your spirit gains a +5 bonus to its AC and creatures can treat it as Three-Quarters Cover.

Brachiosaurus (Nose Crest)

Your spirit becomes one Size larger (to a maximum of Huge) and has Advantage on Strength checks and saving throws. In addition its passive Perception becomes a 22.

Carnotaurus (Horned Skull)

Your spirit's Bite action can deals an additional 2d8 damage if it moves 20 feet in a straight line immeadiately before taking this action.

Deinocheirus (Big Hands)

Your spirit gains the Claw action. It is a melee attack roll with a reach of 5 feet. It uses your spell attack modifier. On a hit it deals 1d10 Slashing damage + your Wisdom modifier and pushes the target 10 feet from it.

Dilophosaurus (Head Crest)

Your spirit can force a creature it attacks to make a Wisdom saving throw. On a fail, the creature must immediately either move 15 feet away or towards (your choice) the spirit if its Speed is greater than 0 at the start of its turn.

Dreadnoughtus (Humongous)

Your spirit becomes one Size larger (to a maximum of Huge) and has Advantage on Strength checks and saving throws. In addition it ignores any Difficult Terrain.

Edmontosaurus (Tail Slam)

Your spirit’s Tail action can force a creature to make a Strength saving throw. On a fail, it is pushed 15 feet and becomes Prone.

Euoplocephalus (Club Tail)

Your spirit gains a +3 bonus to its AC and its Tail action does an additional 2d6 damage on a hit.

Gallimimus (Speed)

Your spirit’s Speed increases by 15 feet.

Giganotosaurus (Shear Bite)

Your spirit’s Bite action on a hit causes a creature to take additional 1d4 damage for every 5 feet it moves on its turn.

Iguanodon (Thumb Spike)

Your spirit gains the Claw action. It is a melee attack roll with a reach of 5 feet. It uses your spell attack modifier. On a hit it deals 1d6 Slashing damage + your Wisdom modifier and deals an additional 1d6 damage if the target is Bloodied.

Muttaburrasaurus (Fat Nose)

Your spirit can use its Reaction to move up to half its Speed when a creature has made an attack roll against it.

Pachycephalosaurus (Hard Head)

Your spirit gains the Ram action. It is a melee attack roll with a reach of 5 feet. It uses your spell attack modifier. On a hit it deals 1d8 Slashing damage + your Wisdom modifier and deals an additional 1d8 damage if it moves 10 feet in a straight line before taking this Action.

Parasaurolophus (Nasal Crest)

Your spirit gains the Scream action and can produce a 15 foot Emanation. Any creature not mounted on the Primeval Spirit within the area must make a Constitution saving throw. On a fail it takes 3d8 Thunder damage and is Deafened or half damage on a success.

Spinosaurus (Sail Back)

Your spirit gains a 30 foot Swimming speed. In addition it gains Resistance to Cold, Fire and Radiant damage.

Stegosaurus (Spiked Tail)

Your spirit’s gains a +1 bonus to its AC and its Tail action does an additional 2d6 Piercing damage on a hit and reduces its target’s Speed by 10 feet until the start of its next turn.

Therinizosaurus (Front Claws)

Your spirit gains the Claw action. It is a melee attack roll with a reach of 10 feet. It uses your spell attack modifier. On a hit it deals 1d10 Slashing damage + your Wisdom modifier.

Tyrannosaurus (Crushing Bite)

Your spirit’s Bite action on a hit can force a creature to make a Constitution saving throw equal to your Spell Save DC on hit. On a fail, it takes an additional 3d8 of Bludgeoning damage or half as much on a success.

Utahraptor (Foot Claw)

Your spirit gains a 30 foot Climbing speed and the Claw action. It is a melee attack roll with a reach of 5 feet. It uses your spell attack modifier. On a hit it deals 1d8 Slashing damage + your Wisdom modifier.

Mesozoic Convoy

10th-level Circle of Dinosaurs feature

Your Primeval Spirit has become a lovely means of transport for your party. It gains the following features.

Monolith. You can choose to have your Primeval Spirit’s size be Huge whenever you summon it. In addition when it ends its turn in an occupied space, targets of Medium or smaller within it must use its Reaction to move to unoccupied space within 5 feet of the Primeval Spirit or take 1d10 Bludgeoning damage and immediately shunt to the nearest unoccupied space.

Carry. The Primeval Spirit can carry up to a number of creatures equal to 3 + your Wisdom modifier. While mounted on the Primeval Spirit, creatures benefit from Half Cover.

King of Giants

14th-level Circle of Dinosaurs feature

The knowledge of the eons has enlightened you. You gain the following benefits

Extra Ferocity. On the Primeval Spirit’s turn it can take an additional Bite, Claw, Ram or Tail action.

Dinosaur Wildshape. When you assume a Wild Shape form, the maximum challenge rating for the Beast form can become 8 but must have the Beast creature subtype of Dinosaur. You also gain additional Temporary Hit Points from your Wild Shape equal to half of the Beast form’s Hit Points. Once you use your Wild Shape this way, you can’t use it this way again until you finish a Long rest.

Circle Of Dinosaurs Image

Comments

Posts Quoted:
Reply
Clear All Quotes