Base Class: Druid
Buried in the soil, bones hold countless memories of their lives and the lives of all those touched by them before they died. There is great power held within these memories, locked away. Druids of the Circle of Bones seek to preserve these memories, so they may be honored, and never be truly lost. Bone Druids take on the difficult but important task of serving as Nature's record keepers, wandering the world in search of dead memories, and connecting them to their deeds in life.
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 | False Life, Shatter, Toll the Dead |
| 5 | Animate Dead, Phantom Steed |
| 7 | Blight, Divination |
| 9 | Bigby's Hand (appears as a large skeletal hand), Raise Dead |
Legion of Bone
At 3rd level, when you join the Circle of Bones, you learn to awaken the memories within the buried bones around you and summon an unorthodox Bonepile Companion. This strange collection of bones and dead remains can be held together with pure magic, remaining sinew and viscera, or vines and leaves.
The Bonepile: When you finish a long rest, you magically summon the Bonepile that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The Bonepile is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Bonepile Companion stat block. The Bonepile Companion is Small to Medium in size. You can determine the cosmetic characteristics of the Bonepile, such as its color, the shape/type of bones it is comprised of, markings or patterns on the bones, etc; your choice has no effect on its game statistics
The Bonepile in Combat: In combat, the Bonepile shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Bonepile can take any action of its choice, not just Dodge.
The Bonepile remains until it is reduced to 0 hit points, until you use this feature to summon the Bonepile again, or until you die. Anything the Bonepile was wearing or carrying is left behind when it vanishes. Whenever you cast a spell of 1st level or higher, you can summon your Bonepile Companion back to your side. You can also return your Bonepile as a Magic Action without casting any spell by expending a charge of your Wildshape.
Bonepile COMPANION
Small to Medium Undead (Discuss with DM)
Armor Class 9 + Your spell casting modifier (natural armor)
Hit Points 5 + Five times your Druid level (the Bonepile has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft. Walking
Saving Throws Str +3, Wis +3
Return to the Soil Whenever you cast a spell, the Bonepile loses 1d6 hit points plus an additional 1d6 per level of spell used.
Senses Passive Perception 14
Languages Understands Common and Druidic, but cannot speak
Challenge Rating — Your Druid level
Bone Splinter. When the Bonepile dies, it shatters and releases a burst of bone shards. Each creature in a 10-foot-radius sphere of the Bonepile makes a Dexterity saving throw, taking 4d6 Necrotic damage on a failed save or half as much damage on a successful one. You may expend a use of your Wildshape to double this explosion's radius.
Special Actions
Ossify (Bonepile loses 1d6 hit points): As a Magic Action, the Bonepile grants 1d6 plus your spell casting modifier temporary hit points to a creature within 60 feet of it.
Reassemble (Bonepile loses 1d6 hit points): As an Attack Action, the Bonepile reshapes itself into a bone club and bashes an enemy in range. Melee Weapon Attack: +3 plus your spell casting modifier to hit, reach 5 ft., one target. Hit: 1d8 plus your spell casting modifier Bludgeoning damage.
Shamble (Bonepile loses 1d6 hit points): Once per turn, as a free action, the Bonepile gains an additional 20 feet walking speed.
Bone Garden
Beginning at 6th level, your control over bones now allows you to make them crack and splinter into hundreds of razor sharp spikes. Whenever your Bonepile dies, the ground within a 10 foot Emanation of it becomes covered in jagged bone spikes for 10 minutes. When a hostile creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
Wicked Splinters
By 10th level, you are able to harness more natural life force from the memories buried deep in bones. You Bonepile's Bone Splinter feature now deals 8d6 Necrotic damage and the ground within the area of its Bone Garden feature is now Difficult Terrain.
Marrow Mastery
At 14th level, you have full mastery over the latent natural power held within bones and the many memories they hold. If a turn ends and you do not control your Bonepile, if you are conscious, you automatically summon a new Bonepile.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/14/2026 12:43:10 PM
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3
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0
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2024
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Coming Soon
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