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HB - Druid: Circle of the Bone Weaver

All things must die, but just because something is no longer alive does not mean it's no longer of value. Where most would see only a corpse a Bone Weaver sees potential. At least after all those mushy, fleshy bits have been removed…  
Circle Spells
2nd level feature Your affinity for the dead and departed grants you access to certain spells. At 2nd level you learn the Toll the Dead cantrip At 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level in the Circler of the Bone Weaver table. Once you gain access to one of these spells, 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 nonetheless counts as a druid spell for you.
Patchwork Companion
2nd level feature Where most would only see a pile of assorted bones you can see the life inside calling for you to give it form and with your magical needle and thread in hand you rise to meet the challenge.
Creating your Patchwork Companion
Over the course of a long rest, you can take the bones of various creatures and assemble them into a new form, your patchwork companion. The ritual takes 8 hours to complete and requires 150gp worth of components. The patchwork companion is assembled from the following components:
  • Skull - the skull used determines your companion's senses and passive perception as well as any head-based attacks the original creature had (E.g. Bite, Horns, Tusks, etc.).
  • Torso - the torso used determines the creature's CON score, saving throw proficiencies, size and hit die (tiny - d4, small - d6, medium - d8, large - d10, huge/gargantuan - d12).
  • Arms(/front legs) - the arms used determine your companion’s STR score as well as any climbing speed or arm-based attacks the original creature might of had (E.g. Claws, Slam, etc.).
  • Legs - the legs used to determine your companion’s DEX score and movement speed (walking)
  • Special - the special slot is used for any abilities from a creature you wish to add to your companion. E.g. Wings for a flying speed, a tail for a tail-based attack, a shell for a higher Ac, etc. At 2nd level you have one special slot available to you, you gain another at level 10.
When creating your Patchwork Companion all components must come from beasts and you may only use components that come from creatures that are one size larger or smaller than the size of your chosen torso. Regardless of what components were used your patchwork companion has an INT, WIS and CHA score of 10. Additionally, your companion has a typing of undead however, your deep bond allows them to be unaffected by your allies' effects like turn undead.
Hit Points
The hit die of your patchwork companion is given by the size of the torso used. Your companion has a number of hit die equal to your druid level. The Hp of your patchwork companion is calculated similarly to how a PCs hp is calculated using the companion's hit die instead of the class one and your WIS mod instead of CON. (E.g. if a 5th level Bone Weaver Druid with a WIS score of 16 (+3) created a Patchwork companion with a large torso (d10) its Hp would be calculated as follows: (10 + 3) + (4x(6 or d10 +3)) for a total of 67hp (Taking the average).)
Patchwork Companion in Combat
Your patchwork companion acts directly after you in combat. On your turn, you can command your companion where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, your companion takes the Dodge action.
Healing your Patchwork Companion
As an undead, your companion cannot be healed through healing spells. However, with your trusty needle and thread, you will always be there to stitch up their wounds in the most dire of straights. As an action, you can spend a use of your wild shape to roll any number of your companions hit die and heal them for the amount rolled + your druid level. Your patchwork companion regains all spent hit die and lost hit points at the end of a long rest.
Improving your Patchwork Companion
Through your adventures, you might find better components to graft onto your patchwork companion. During a long rest, you can choose to spend an hour replacing one component on your companion in a ritual requiring a number of Gp equal to 10 x the cr of the new parts original owner.   
Extra Attack
6th level feature When your companion takes the attack action they can attack twice, instead of once.  
Monsterous Taxidermy
6th level feature Your mastery of bones has allowed you to branch out making use of even the most monstrous bones. When creating a Patchwork Companion you can now use bones from monstrosities.  
Unbreakable Bond
10th level feature Your connection with your patchwork companion has strengthened to the point where your minds are practically intertwined. While your companion is within 100 feet of you, you can communicate with it telepathically. As an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your companion has. During this time, you are deaf and blind concerning your own senses. Additionally, while with 30ft of you, if your companion is forced to make a INT, WIS or CHA save they can use your modifiers instead of their own.  
Master Taxidermist
14th level feature You are a master of your craft. There is no bone too arcane or alien that you cant shape to you whims. You can use bones of any creature type when creating you Patchwork Companion.

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