Base Class: Druid
Druids of this Circle believe that the cycle of life does not end at the final breath, but at the return of the bones to the earth. They act as spiritual guides for the animal kingdom, ensuring that no creature is left to rot without purpose. To an Ossuary Druid, a skeleton is not a monster, but a sacred vessel of ancestral memory.
Bonebinder's Rite
As an action, you expend a use of your Wild Shape to reanimate the spirit of a beast. A Skeletal Primal Companion appears in an unoccupied space within 30 feet.
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Appearance: It takes the form of a skeletal version of any beast of CR 1/4 or lower.
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Control: It obeys your commands and takes its turn immediately after yours.
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Duration: It lasts for 1 hour, until it drops to 0 HP, or until you use this feature again.
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Scaling: At 6th level, you can animate a beast of CR 1 or lower. At 10th level, CR 2 or lower.
Hallowed Sanctuary
As an action, you can touch a point on the ground to create a 15-foot radius Sanctuary Aura.
For 1 minute:
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Protection: You and your allies within the aura have resistance to necrotic damage.
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Restoration: Any creature that regains hit points while inside the aura regains an additional amount equal to your Wisdom modifier.
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Peace: Undead not created by you must make a Wisdom saving throw against your Spell Save DC to enter the area.
You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed in the table below.
Once you gain access to a circle spell, 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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Echo's of the Ancestors
Your Skeletal Primal Companion gains the following benefits:
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It adds your Proficiency Bonus to its AC and damage rolls.
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Its attacks are considered magical for the purpose of overcoming resistance.
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When it is within your Hallowed Sanctuary, it gains Temporary Hit Points equal to your Druid level at the start of its turn.
Mending the Shroud
When you cast a spell that restores hit points to a creature, you can also end one condition affecting them: Blinded, Deafened, Paralyzed, or Poisoned.
Additionally, if a creature dies within your Hallowed Sanctuary, you can use your reaction to immediately cast Cure Wounds (using a spell slot) to stabilize them or return them to 1 HP, effectively "denying" the burial for a later time.
Eternal Pasture
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Your Hallowed Sanctuary radius increases to 30 feet.
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While inside the aura, you and your allies are under the effects of the Bless spell.
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If you drop to 0 hit points, your Skeletal Companion can immediately sacrifice itself (dropping to 0 HP) to restore you to half of your maximum hit points.
Previous Versions
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3/5/2026 1:26:06 AM
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Coming Soon
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