Base Class: Druid
Nature is a cycle, and life cannot exist without death. Druids of the Circle of Bones believe that the death and decomposition of the natural world are essential, and too often overlooked aspects of nature. They often travel in isolation or small groups, as the traditionally unsavory aspects of their worship alienate them from other druidic circles. Nonetheless, they still gain their power from nature, and use it for nature, making them essential characters in the druidic hierarchy.
Expanded Spell List
Starting at 2nd level, choose one free extra cantrip from the necromantic spell list. The list of all other spells you can learn now includes necromantic spells, which now count as druid spells and can be cast with the druid spellcasting modifier.
Necromantic Knowledge
Starting at second level, you have an innate attunement with the dead. All intelligence and wisdom checks made in relation to corpses, bones, undead, or the like, are made with proficiency. If you already have proficiency with these checks, the proficiency bonus is doubled. This also applies to saving throws made against undead. You are fluent in Necromantic if you weren’t already. You also learn how to prepare bones you collect for future use. Including making bone charms for spell components, and preparing bones for future skeletal familiars. The process of making bone charms involves at least a short rest, destroying several small bones to make one charm, or one large bone to make several. Preparing bones for the skeletal thrall or necromantic form abilities requires at least a long rest, carving or painting necromantic runes into the bones.
Circle Spells
Having attained to the nature of bones and decay, you learn to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to specific spells originating from the circle of bones.
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.
Bone
| Druid Level | Spells |
|---|---|
|
3rd |
Bone Spray, Advanced Decay |
|
5th |
Necrotic Ward, Necrotic Enhancement |
|
7th |
Charm of Undeath, Mind of the Grave |
|
9th |
Bane of the Realm, Bones of the Land |
Skeletal Thralls
Starting at 6th level, you will be able to use the bones of defeated creatures to summon skeleton Thralls to fight by your side. These bones must be collected and prepared ahead of time, the process of which takes at least one long rest to complete. As an action, you can cast the Animate Dead spell without using a spell slot or components. You may do this a number of times equal to your proficiency bonus, per long rest. You can plant one of your prepared bones in the ground, causing a fully formed skeleton to come from the ground. If cast on a corpse, it will be a zombie until the end of your next turn, as it actively sheds its flesh until only bones remain, at which point it's a skeleton. After 24 hours since the initial casting of the spell, the thralls will no longer follow your commands, becoming fully non responsive. As an action you can spend a bone charm to renew your control of the thrall.
Necromantic Form
Starting at 10th level, you can create armor of bone while outside of combat. Over the course of at least 1 long rest, you can create armor fitted for yourself of bones you have collected. This counts as light armor for purposes of dex modifiers, and you will always be proficient with this armor you have made. The armor class of this bone armor equals 10 + the number of prepared bones spent making the armor, to a maximum of 5, + dex modifier. You are resistant to necrotic damage and have proficiency with intimidation while wearing your bone armor. You craft the armor to take the semblance of a specific creature, and if you wild shape into any version of said creature, you will be wearing this bone armor that has now shifted to fit your new form. You benefit from the AC in any form that wears that armor, and while in your wildshape, you can cast your circle of bone spells if it is the form that matches your armor. While wearing this armor, you deal an additional 1D6 necrotic damage whenever you deal necrotic damage. You may gain other benefits related to the form of your choice while wearing your armor (increased strength for bear armor, stealth proficiency for panther armor) that can be negotiated with your DM. The armor will slowly decay over time, after 24 hours of the making of the armor, it will fully decay and become unusable. You may spend 2 prepared bones, or 4 bone charms, to upkeep the armor, refreshing the 24 hour decay.
Visage of Death
Starting at 14th level, you can assume the form of a Wraith of Undeath , the highest position in the circle of bones. As an action, you can transform, causing your bone armor to fuse and grow on your body, and you sprout a large pair of skeletal wings. This transformation lasts for 1 minute and cannot be used again until you finish a long rest. While in this form you receive the following benefits.
You have a flying speed equal to your base movement speed.
All undead within your vicinity must make a wisdom saving throw against your spellcasting ability. If they fail, they immediately turn over to your control.
All corpses within your vicinity are subject to the Skeletal Thralls effect and become your thralls.
Any creature that dies within your vicinity while this effect is active, is immediately subject to the Skeletal Thralls effect and becomes your thrall.
When this ability ends, all thralls you gained from this ability are destroyed, though any thralls you made yourself with the Skeletal Thralls ability will remain.
Previous Versions
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5/19/2020 8:50:21 AM
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6
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3
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Coming Soon
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