Circle of the Saurian
Subclass of: Druid
The Circle of the Saurian represents a unique path for Druids who forsake civilization to embrace the majesty of the dinosaur world. These Druids dedicate themselves to understanding and protecting the most primeval creatures, forming deep bonds with dinosaurs and becoming their guardians. Their lives are spent wandering through untamed landscapes—jungles, deserts, and mountains—where they commune with these titanic beings, learning their ways and advocating for their preservation. While outsiders may view them as savage for their primal companions and lifestyles, those who understand the depth of their commitment see them as the epitome of loyalty. Through their Circle Spells, they gain powers reflecting their connection to the natural world and their dinosaur companions, from communicating with animals to summoning the forces of nature itself. The core of their circle is being able to bond to a dinosaur, transforming it into a powerful ally on their journey. This bond goes beyond mere companionship, allowing for shared abilities, senses, and even forms, making the Circle of the Saurian Druids unparalleled masters of prehistoric might and ancient wisdom.
Druids of the Circle of the Saurian are those who have turned from the ways of civilization and instead made it their goal to protect and understand the most ancient of creatures. These druids are known for going years without speaking to another humanoid; instead trekking through jungles, deserts, and mountains while bonding with dinosaurs as they go. While some consider the druids of this circle to be the most savage of all, those who truly get to know them would instead describe them with one word: loyal.
Mushroom Homebrew
Circle Spells
2nd-level Circle of the Saurian feature
At 2nd level, you learn animal messenger and beast sense.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Saurian Spells 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 is nonetheless a druid spell for you.
Circle of Spores Spells
Druid Level
Spells
2nd: animal messenger, beast sense
3rd: conjure animals, plant growth
5th: awaken, commune with nature
7th: dominate beast, mirage arcane
9th: shapechange, storm of vengeance
Saurian Companion
2nd-level Circle of the Saurian feature
When you choose this circle at 2nd level, you form a bond with a dinosaur and it becomes your saurian companion.
Choose a dinosaur from the following: centrosaurus, dromaeosaurus, or pterodactyl.
Add your proficiency bonus to the companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. Like any creature, the companion can spend Hit Dice during a short rest. Your druidic circle also causes the companion to gain the benefits listed on the Saurian Companion table below while the dinosaur is bonded to you. Otherwise, it is a normal dinosaur.
The saurian companion takes its turn on your initiative, and obeys any verbal commands that you issue to it. You can issue a command as a bonus action. If you don't issue any commands to the companion, it defends itself from hostile creatures but otherwise takes no actions.
If you are incapacitated or absent, the saurian companion acts on its own, focusing on protecting you and itself. The companion never requires your command to use its reaction, such as when making an opportunity attack.
You can end the bond between your saurian companion and yourself as an action, releasing it back into the wild. In the event a saurian companion dies, you must succeed on a Wisdom saving throw or gain 3 levels of exhaustion. The DC for this saving throw is 8 + your druid level + your poficiency bonus. When you are without a saurian companion, you can spend 8 hours meditating over another dinosaur, as your spirits link together and form a new bond.
Centrosaurus
Centrosauri are large, quadrupedal dinosaurs that are often mistaken for the triceratops. They have the similar double horns on their nasal bridge, but differ from the triceratops in that they have a row of small spiked horns running along the length of their frill, instead of the double horns on their foreheads. A centrosaurus grows to between 9 and 10 ft in length, and weighs upwards of 400 pounds.
Easily Tamed. Centrosauri are a favored beast of burden in many tropical regions where they are used from everything from plowing fields to pulling carts filled with produce or passengers. Most centrosauri are easily domesticated if raised in captivity and even wild centrosauri are said to be susceptible to domestication with the proper training. Some centrosaurs also serve as beasts of war, charging into battle with a rider guiding it into the fray. When trained for war centrosauri are terryfing to behold and usually suffer from intense aggression if ever removed from battle and used for more domestic purposes.
Centrosaurus
Type: Large Beast (Dinosaur), Unaligned
AC: 14 (natural armor), HP: 68 (8d10 + 24), Speed: 25 ft. STR: 10 (+0), DEX: 8 (-1), CON: 16 (+3), INT: 2 (-4), WIS: 12 (+1), CHA: 4 (-3).
Senses: Passive Perception 13
Languages: --
Challenge: 1/4 (50 XP)
Proficiency Bonus: +2
Special Ability:
Powerhouse: Grants advantage on all Constitution saving throws.
Actions:
Gore: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage.
Tail: Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dromaeosaurus
Dromaeosauri are small, bipedal dinosaurs akin to the velociraptor. Dromaeosauri are noticeably heftier and sturdier built, with long tapering tails that help them counterbalance themselves when they race along to catch prey. They are known for their hunting tactics, in which they give chase to wear down their prey before pouncing and tearing them apart with their razor-sharp talons and teeth. Fully grown dromaeosauri reach lengths of 4 ft. and weigh upwards to 40 pounds.
Scouts. Many domesticated dromaeosauroi are used as scouts or hunters, using their speed and survival skills to easily track prey and elude danger. While difficult to train a dromaeosaurus makes an excellent companion for those that wander wild regions. Tamed dromaeosauri frequently corral prey for their masters, much like a classic hound dog, chasing down animals for the benefit of their masters.
Skittish. Dromaeosauri are naturally skittish unless accompanied by a large number of other dromaeosauri or other allies and tend to flee battle if the tides turn even slightly against them. Because they are so cowardly they are better equipped for stalking smaller prey and it is rare that a dromaeosaurus will attempt to attack anything larger than a Tiny creature without the company of many other allies.
Dromaeosaurus
Type: Small Beast (Dinosaur), Unaligned
AC: 13 (natural armor), HP: 63 (18d6+0), Speed: 40 ft. STR: 7 (-2), DEX: 12 (+1), CON: 10 (+0), INT: 4 (-3), WIS: 12 (+1), CHA: 5 (-3). Skills: Stealth +3, Survival +3. Senses: Darkvision 60 ft., Passive Perception 13. Languages: --
Challenge: 1/4 (50 XP) | Proficiency Bonus: +2
Special Ability:
Pounce: If it moves at least 20 ft. straight toward a creature and hits it with a Claw attack on the same turn, the target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the dromaeosaurus can make one Bite attack against it as a bonus action.
Actions:
Multiattack: Makes one Bite attack and one Claw attack.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Pterodactyl
Pterodactyls are winged dinosaurs commonly found in mountainous regions or near the sea where they can easily swoop down and snatch prey. While grounded, they are easily targeted as prey themselves, so most pterodactyls will remain in flight whenever possible, perching high off the ground when they must land. Full grown pterodactyls reach lengths of 5 feet with wingspans of 10 feet, and weigh around 50 lbs. Their beaks are lined with tiny teeth, and are excellent for impaling prey.
Nesters. Pterodactyls are well known for making nests on the sides of cliffs or gorges safe from predators far off the ground. These locations are often close to shorelines or sources of water where the pterodactlys can easily swoop down and snatch fish or other prey from the water before returning to their nests. These nesting sites are usually populated by dozens of pterodactyls raising their young, and prime nesting spots are frequently fought over during nesting seasons.
Pterodactyl
Type: Medium Beast (Dinosaur), Unaligned
AC: 13, HP: 36 (8d8), Speed: 10 ft., fly 60 ft. STR: 7 (-2), DEX: 16 (+3), CON: 11 (+0), INT: 2 (-4), WIS: 14 (+2), CHA: 4 (-3).
Senses: Passive Perception 12
Languages: --
Challenge: 1/4 (50 XP) | Proficiency Bonus: +2
Special Ability:
Flying Dive: If flying and dives at least 30 ft. straight toward a target and hits it with a Beak attack, it deals an extra 3 (1d6) damage.
Actions:
Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shared Speech
2nd-level Circle of the Saurian feature
Your companion gains the ability to understand and speak Druidic.
Aura of Confidence
6th-level Circle of the Saurian feature
As long as you and your companion are within 30 ft. of each other, you both have Advantage on saving throws made to avoid becoming frightened and stunned. This range increases to 60 ft. at 10th level.
Shared Spells
6th-level Circle of the Saurian feature
You are able to share spells with your companion. Any spell you cast with a target of (self) or if you cast a spell with a target of (touch) on yourself the spell also affects your companion, as long as it is within 15 ft. of you.
This range increases to 30 ft. at 10th level and 60 ft. at 14th level.
Shared Senses
10th-level Circle of the Saurian feature
As an action you are able to enter a trance-like state and see through your companion’s eyes and hear through its ears for 10 minutes. While you are sharing its senses, your companion cannot travel more than one mile from your body without severing the link. You are also unable to hear or see through your own body but can still feel physical touch. This trance can be ended as a bonus action. Once you have entered into this trance you cannot use this feature again until after you finish a long rest.
By 14th level, you are able to maintain this trance for up to one hour and your companion is able to venture up to five miles from you without severing the link.
Stalwart Sentinel
10th-level Circle of the Saurian feature
Any time you would gain the benefits of a long rest, your saurian companion does as well - regardless of if they have rested or not.
Shared Mind
14th-level Circle of the Saurian feature
Your bond has reached perfect synchronization and you begin to share a telepathic link with your companion. You and your companion are able to send and receive each other's thoughts as long as you are within one mile of each other.
Hybridization
14th-level Circle of the Saurian feature
Your understanding of your companion’s physique and features allows you to magically take on some of the traits of your companion for a short time. As an action, you are able to become a hybrid for one minute - staying in your druid form but also gaining the features from below for the duration of the spell. You can end the hybridization as a bonus action.
Once you use this feature, you can’t use it again until after you finish a long rest.
Centrosaurus:
You gain a thick, scaly hide and you a natural armor bonus of +3
You gain facial horns that you can use to make unarmed strikes. When you hit with your horns, the strike deals 2d8 + your Strength modifier piercing damage.
Dromaeosaurus:
Your speed increased by 30 ft.
You gain razor sharp claws you can use to make unarmed strikes. You use your Dexterity modifier instead of your Strength modifier when making this special unarmed strike. As an action you can spin in a whirlwind attack with these claws, targeting any number of creatures within 5 feet of you. On a hit each strike deals 2d10 + your Dexterity modifier slashing damage, instead of the damage normally dealt for unarmed strikes.
Pterodactyl:
You gain leathery wings and a flying speed of 60 ft.
You don’t provoke an opportunity attack when you fly out of an enemy’s reach.