MonkeyDM

The Circle of Symbiosis allows Druids devoted to Nature to become one with it—in the most real sense of the word. These Druids have mastered osteomancy and use it to sever their own limbs and replace them with fragments of the natural world. To become “awakened symbiotic entities”, something others would decry as aberrations, they graft one or multiple limbs to their body. Deer hind-legs replace their own, tree branches take over their arms, and the most devoted and zealous replace their head with that of an animal.
By reveling in such powers, the Circle of Symbiosis seeks to make all living beings one with Nature—or else. No sacrifice is too great for the cause. As such, even children of the circle are forced to undergo these often deadly abscissions, developing their rampaging powers soon after and with great affinity. As these Druids age, they become indistinguishable from their grafts, their humanity slowly waning to make way for something more implacable, more unyielding. Their practices have shunned them from most civilized locales, a punishment that hasn’t stopped them from recruiting—or abducting—more to join their cause.
Level 3: Circle of Symbiosis Spells
When you reach a Druid level specified in the Circle of Symbiosis Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3 | Arm Cannon, Calcified Memories, Fractured Shell, Phalangeal Shot, Shillelagh |
| 5 | Displacing Maw, Osseous Impalement |
| 7 | Dread Scarecrow, Maiden of Bones |
| 9 | Forest of Dread, Tree Stride |
Level 3: Grafted Powers
The multiple aspects of Nature that you forcefully implanted within you manifest themselves in other aspects of your life. You gain one of the following options of your choice.
Bear Back. You count as one size larger when determining your carrying capacity and whether you can grapple a creature. In addition, you can add your Wisdom modifier to any Strength check that you make.
Deer Head. You have Advantage on Wisdom (Perception) checks.
Goat Hooves. You have Advantage on saving throws to avoid the Prone condition. You gain a Climb Speed equal to your Speed.
These elements can be visible or not, or they can be represented by other natural aspects. Choose at your discretion when you gain this feature.
Level 3: Wickerbone Behemoth
You can unleash the vicious natural powers held amidst your flesh. As a Bonus Action while you aren’t wearing armor or holding a Shield, you can expend one use of your Wild Shape to awaken Nature’s anger and turn into a behemoth. A deer skull, wooden skin, goat hooves, or other such natural gifts overtake your body. For the next 10 minutes, or until you use your Wild Shape feature, you gain the following benefits:
- Each arm counts as a Club under the effect of the Shillelagh spell, and you can use their weapon mastery property. You can otherwise use your hands normally to manipulate objects or cast spells, but you have Disadvantage on Dexterity (Sleight of Hand) checks made with them.
- You are under the effect of the Barkskin spell (no Concentration required).
- Whenever a creature damages you with an attack, your skin splinters and each creature of your choice within 5 feet of you takes 1d4 Piercing damage. Starting at Druid level 10, this damage increases to 2d4.
- The stress of battle stimulates your organism to fight and survive. At the start of each of your turns, you regain Hit Points equal to half the damage taken since the start of your previous turn, up to a maximum of five times your Proficiency Bonus. This regeneration doesn’t work if you have the Unconscious condition.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 10: Nature’s Wrath
Your natural grafts succumb to your osteomantic powers and allow you to tap deeper into Nature’s fury. You are permanently under the effect of the Barkskin spell.
In addition, while your Wickerbone Behemoth feature is active, your size is Large, and whenever you take the Attack action, you gain Resistance to Bludgeoning, Piercing and Slashing damage until the end of your next turn. You lose those Resistances early if you take Fire damage.
Level 14: Briarheart
Your fusion is complete, and your heart is absorbed, its sacrifice making way for a new heart—one that can fully channel the rage of the natural world. While you are a behemoth of your Wickerbone Behemoth feature, you can use the Nick mastery property in addition to the Slow mastery property with your arms.
In addition, if you take the Attack action on your turn, you can take a Bonus Action to cast any Osteomancy spell that has a casting time of an action.