Druid - Circle of Bone

by Soupangel44

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Druid - Circle of Bone

Druids of the Circle of Bone are not to be confused with necromancers, they do not grant life to the dead, they merely recycle what is no longer needed, contorting and twisting bone to fit their needs, covering themselves in the fallen, and using their foes as further weapons. They make powerful allies, and horrifying enemies.

Druid Level Feature
2nd Bonus Proficiencies,
Circle Spells, Bone Armor
6th Extra Attack
10th Osseous Spear
14th Melt Bone
Circle of Bone Spells
Druid Level Feature
2nd inflict wounds, mage armor
3rd cloud of daggers, cordon of arrows
5th animate dead, bestow curse
7th blight, death ward
9th danse macabre, hold monster

Bonus Proficiencies

At 2nd level, you gain proficiency in Medicine, as well as all weapons that deal slashing or piercing damage.

Bone Armor

When you join this circle at 2nd level, you are able to magically create Bone Armor around yourself or others. At the end of a long rest, choose a willing creature within 5 feet of you, that creature's Armor Class becomes 10 + the creature's Dexterity Modifier + your Wisdom Modifier for as long as the Bone Armor lasts.

Whenever a creature wearing Bone Armor is struck by a critical hit, the Bone Armor shatters and is destroyed. The creature wearing the armor takes no damage, and the attacking creature takes the damage as piercing damage if it is within 15 feet of the target.

If your Bone Armor is destroyed, you can create a new set by expending a use of Wild Shape as an action.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Osseous Spear

Starting at 10th level, after you make a successful weapon attack against a creature, you can use your bonus action or your extra attack to cause a spike of bone to shoot out of the target. The spike is 30 feet long and 5 feet wide, and originates from the target. All creatures in the spikes area must make a Dexterity Saving throw against your druid Spell Save DC or take 3d10 piercing damage.

You can do this a number of times equal to your Wisdom Modifier, and regain all expended uses when you finish a long rest.

Melt Bone

At 14th level, your manipulation of bone reaches its pinnacle. As an action, you can choose a limb of a creature you can see within 30 feet of you. The creature must make a Constitution Saving throw against your druid Spell Save DC, on a failure, that limb ceases to function, and is treated as though it has been removed, as explained on page 272 of the Dungeon Master's Guide.

This effect lasts for as long as you maintain concentration (as if concentrating on a spell), additionally, as a bonus action on each of your turns while the effect lasts, you can change which limb is being effected.

Once you use this feature, you cannot use it again until you finish a long rest.

 

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