Circle of the Barrows
Some flavor text about druids who call back the angry revenant souls of poached and needlessly slaughtered animals to get vengeance ...
Summon Undead Beasts
You can summon the souls of nature's restless dead and bind them to your service. As an action, you can expend one use of your Wild Shape feature to summon 2 Undead Beasts, rather than assuming a beast form.
The undead beasts materialize in unoccupied spaces of your choice that you can see within 30 feet of you. Each creature within 5 feet of one of your Undead Beasts (other than you) when they appears must succeed on a Wisdom saving throw against your spell save DC or take 1d6 necrotic damage and are frightened.
The beasts are submissive to you and your companions and obey your commands. See this creature's game statistics in the Undead Beast stat block, which uses your proficiency bonus (PB) in several places. You determine the Undead Beasts' appearance, but must be of a beast you can Wild Shape into.
In combat, the beasts share your initiative count, but take their turn immediately after yours. The only action they take on their turn is the Dodge action, unless you use a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action.
The beasts manifest for 1 hour, until they are reduced to 0 hit points, until you use this feature to summon the Beasts again, or until you die. If you are incapacitated, the beasts crumble into a pile of remains. If you are revived during their duration, the beasts will reanimate and continue to serve you.
Revenant Consumption
Beginning at 6th level, your bond with the false life of your revenant beasts allows you steal their strength for yourself. As an action, you consume the baleful souls of all your Undead Beasts that you can see within 60 feet.
You reduce the beasts to zero hit points and are immediately healed a number of hit points equal to the total hit points reduced.
Any hit points in excess of your current maximum become temporary hit points that can be divided as you choose among any number of creatures that you can see within 30 feet.
Enhanced Bond
Starting at 10th level, your bond with murdered beasts grows stronger. You may now summon 3 undead beasts, when you use your Summon Undead Beasts feature, and their duration becomes a number of hours equal to half your druid level (rounded down).
Death is Only the Begining
Starting at 14th level, If an undead creature under your control is reduced to zero hit points, they become a bomb of fetid meat, bone and necrotic energy. Any creature within 10 feet of the explosion must make a Dexterity saving throw, taking 2d4 Piercing and 2d4 necrotic damage on a failure and half as much on a success.
Undead Beast
Small or Medium undead
- Armor Class 15 (natural armor)
- Hit Points 5 + two times your druid level
- Speed 30 ft. burrow 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 6 (-4) 12 (+1) 8 (-2)
- Damage Vulnerabilities Bludgeoning
- Damage Immunities Necrotic, Poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Understands languages you speak
- Challenge -- Proficiency Bonus (PB) equals your bonus
Grim Hunter. While in dim light or darkness, the Undead Beast can use their action to become invisible until they attack or enter direct sunlight.
Turn Resistance. Your Undead Beasts have advantage on saving throws against any effect that turns undead.
Actions
Barrows Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage. If the target is frightened, it takes an additional 2d6 Necrotic damage.
Grave Marking. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage and the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.