Druid Subclass: Circle of the Dinosaur

Northwest of Cimmeria is the mysterious land of the Dark Reaches. Fearsome monsters and foul beasts lurk within the region and none more prevalent than the many species of dinosaurs. These powerful creatures are the greatest beasts that walk Gaia’s surface without magical empowerment. Some druids traveled to the Dark Reaches to learn more about dinosaurs. These druids returned to Cimmeria with knowledge of the forms of the dinosaur. They established the first Circle of the Dinosaur that has passed down the powerful wild shape abilities to future druids.

Prehistoric Savagery
Level 3:
Your Wild Shape is enhanced when you take on a dinosaur shape. You gain the following benefits:
Dinosaur Forms. The maximum Challenge Rating for your known forms equals your Druid level divided by 2 (round down) as long as those forms are dinosaurs. Otherwise, the usual maximum is used.
Ferocious Weaponry. Your attacks granted by a Wild Shape form deal 1d6 bonus damage. The extra damage’s type is the same as the attack’s type.
Rocky Hide. The AC granted by a Wild Shape form is increased by 2.

Circle of the Dinosaur Spells
Level 3:
When you reach a Druid level specified in the Circle of the Dinosaur Spells table, you thereafter always have the listed spells prepared. In addition, you can cast the spells from this feature while you’re in a Wild Shape form.

Druid LevelPrepared Spells
3Longstrider, Resistance, Summon Beast
5Conjure Animals
7Fire Shield
9Commune With Nature

Enhanced Ferocious Weaponry
Level 6:
The bonus damage from the Ferocious Weaponry effect of your Prehistoric Savagery feature increases to 2d6. Additionally, whenever you deal damage with an attack in a Wild Shape form, it can deal your choice of Force damage or its normal damage type.

Symbiotic Power
Level 10:
Your druidic magic further adapts to encompass the power of the dinosaur. You gain the following benefits:
Friendly Dinosaur. As a Magic action, you can cast Summon Beast or Conjure Animals at your highest spell level without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.
Vestments of Nature. When you use Wild Shape you may choose to have your equipment change size and shape to fit your new form. This allows your armor and magic items to function in your new form but you are still limited by your form’s limbs in what you can hold. While transformed your AC is the higher of what is granted by your form or your armor.

Titan Form
Level 14:
Your Wild Shape forms become terrifying larger than ever. You gain the following benefits:
Supreme Ferocious Weaponry. The bonus damage from the Ferocious Weaponry effect of your Prehistoric Savagery feature increases to 3d6.
Increased Grit. When you assume a dinosaur Wild Shape form, you gain a number of Temporary Hit Points equal to three times your Druid level.
Almighty Lizard. When activating your Wild Shape you can take on a form that is one size larger than normal for the Beast you transform into. This increases your space appropriately as well as adding 5 feet to the reach of all your form’s attacks.

This subclass is somewhat limited by the number of dinosaur Beasts you have access to. There are seven in the SRD: Pteranodon (CR 1/4), Allosaurus (CR 2), Plesiosaurus (CR 2), Ankylosaurus (CR 3), Archelon (CR 4), Triceratops (CR 5), and Tyrannosaurus Rex (CR 8). That leaves several gaps where you don’t receive any new forms when you level up. If you have the amazing Dr. Dhrolin’s Dictionary of Dinosaurs, then you’re good to go. Regardless, here are a few more options to fill in the gaps.

Archaeopteryx (CR 1/8)

Tiny Beast (Dinosaur), Unaligned
AC 14 Initiative +2 (12)
HP 3 (1d6)
Speed 20 ft., Fly 50 ft.

AbilityScoreModSave
Str3-4-4
Dex15+2+2
Con10+0+0
Int2-4-4
Wis10+0+0
Cha5-3-3

Skills Perception +2, Sleight of Hand +4
Senses Darkvision 120 ft., Passive Perception 12
Languages None
CR 1/8 (XP 25; PB +2)

Traits

Flyby. The archaeopteryx doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.

Brontosaurus (CR 7)

Gargantuan Beast (Dinosaur), Unaligned
AC 12 Initiative -1 (9)
HP 184 (16d12 + 80)
Speed 30 ft.

AbilityScoreModSave
Str28+9+9
Dex8-1-2
Con21+5+5
Int2-4-4
Wis10+0+0
Cha4-3-3

Senses Darkvision 60 ft., Passive Perception 10
Languages None
CR 7 (XP 2,900; PB +3)

Actions

Multiattack. The brontosaurus makes one Neck attack and one Tail Whip attack.

Neck. Melee Attack Roll: +12, reach 15 ft. Hit: 14 (1d10 + 9) Bludgeoning damage.

Tail Whip. Melee Attack Roll: +12, reach 20 ft. Hit: 18 (2d8 + 9) Bludgeoning damage, and the target has the Deafened condition until the start of the brontosaurus’s next turn.

Bonus Actions

Stomp. Dexterity Saving Throw: DC 20, one creature within 5 feet. Failure: 25 (3d10 + 9) Bludgeoning damage and if the target is a Huge or smaller creature, it has the Prone condition. Success: Half damage.

Deinonychus (CR 2)

Medium Beast (Dinosaur), Unaligned
AC 15 Initiative +3 (13)
HP 13 (3d8)
Speed 40 ft.

AbilityScoreModSave
Str14+2+2
Dex16+3+5
Con10+0+0
Int4-3-1
Wis13+1+1
Cha8-1-1

Skills Insight +3, Perception +3, Stealth +5
Senses Darkvision 120 ft., Passive Perception 13
Languages None
CR 2 (XP 450; PB +2)

Traits

Pack Tactics. The deinonychus has Advantage on attack rolls against a creature if at least one of the deinonychus’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The deinonychus makes two Rend attacks.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from both of the deinonychus’s claws.

Bonus Actions

Bite. Dexterity Saving Throw: DC 13, one creature Grappled by the deinonychus. Failure: 6 (1d6 + 3) Piercing damage. Success: Half damage.

Dilophosaurus (CR 2)

Large Beast (Dinosaur), Unaligned
AC 13 Initiative +2 (12)
HP 38 (4d12 + 12)
Speed 50 ft., Swim 20 ft.

AbilityScoreModSave
Str18+4+4
Dex15+2+2
Con16+3+3
Int2-4-4
Wis13+1+1
Cha8-1-1

Skills Athletics +6, Intimidation +1
Senses Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)

Actions

Crest. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.

Venomous Spit. Ranged Attack Roll: +4, range 30/60 ft. Hit: 9 (2d6 + 2) Poison damage, and the target has the Poisoned condition until the end of its next turn.

Bonus Actions

Threat Display. Wisdom Saving Throw: DC 11, each creature in a 45-foot Cone. Failure: The target has the Frightened condition and repeats the save at the end of its next turn if it is still Frightened, ending the effect on itself on a success. The dilophosaurus must finish a Short Rest before using this trait again.

Mosasaurus (CR 10)

Gargantuan Beast (Dinosaur), Unaligned
AC 15 Initiative +1 (11)
HP 175 (14d12 + 84)
Speed 5 ft., Swim 60 ft.

AbilityScoreModSave
Str27+8+12
Dex13+1+1
Con23+6+10
Int2-4-4
Wis12+1+5
Cha6-2-2

Senses Darkvision 120 ft.; Passive Perception 11
Languages None
CR 10 (XP 5,900; PB +4)

Traits

Hold Breath. The mosasaurus can hold its breath for 30 minutes.

Actions

Multiattack. The mosasaurus makes two Bite attacks.

Bite. Melee Attack Roll: +12, reach 10 ft. Hit: 30 (4d10 + 8) Piercing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 20).

Bonus Actions

Swallow. Strength Saving Throw: DC 20, all Large or smaller creatures Grappled by the mosasaurus (it can have up to four creatures swallowed at a time). Failure: The target is swallowed by the mosasaurus, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the mosasaurus, it is suffocating unless it can breathe water, and it takes 17 (5d6) Acid damage at the start of each of the mosasaurus’s turns.

If the mosasaurus takes 45 damage or more on a single turn from a creature inside it, the mosasaurus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the mosasaurus and has the Prone condition. If the mosasaurus dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone.

Pachycephalosaurus (CR 2)

Large Beast (Dinosaur), Unaligned
AC 14 Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 40 ft.

AbilityScoreModSave
Str17+3+3
Dex13+1+1
Con17+3+3
Int2-4-4
Wis12+1+1
Cha4-3-3

Senses Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)

Actions

Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (3d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the pachycephalosaurus moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Bludgeoning damage and has the Prone condition.

Parasaurolophus (CR 6)

Huge Beast (Dinosaur), Unaligned
AC 14 Initiative +0 (10)
HP 84 (8d12 + 32)
Speed 30 ft.

AbilityScoreModSave
Str20+5+5
Dex9-1-1
Con19+4+4
Int15+2+5
Wis14+2+5
Cha17+3+3

Resistance Psychic
Skills Insight +5, Persuasion +6
Senses Passive Perception 12
Languages Telepathy 120 ft.
CR 6 (XP 2,300; PB +3)

Traits

Thought Infiltration. The parasaurolohpus emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 14, any enemy that starts its turn in the aura. Failure: The target has the Charmed condition until the start of its next turn. Success: The target is immune to this parasaurolophus’s aura for 24 hours.

Actions

Slam. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Bludgeoning damage.

Crest Music. The parasaurolophus plays a haunting melody on its nasal crest. Wisdom Saving Throw: DC 14, each Charmed, non-Deafened creature in a 30-foot Emanation originating from the parasaurolophus. Failure: The target must obey the parasaurolophus’s commands until the end of its next turn.

Spellcasting. The parasaurolophus casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At Will: Charm Monster, Command, Detect Thoughts, Dissonant Whispers (level 3 version), Guidance, Hold Person, Mage Hand, Sleep
1/Day: Absorb Elements, Calm Emotions, Confusion

Reactions

Nasal Blast. Trigger: The parasaurolophus is hit by a melee attack roll. Response: The parasaurolophus blows its nasal crest, making a terrifying trumpet sound and expelling a fountain of mucus. The attacking creature has the Blinded condition until it takes a Utilize action to wipe the mucus away and it must reroll the triggering attack, possibly causing it to miss. Additionally, all creatures within 15 feet of the parasaurolohpus must make a Constitution Saving Throw DC 15. On a failure the target has the Deafened condition until the end of their next turn.

Quetzalcoatlus (CR 6)

Large Beast (Dinosaur), Unaligned
AC 14 Initiative +1 (11)
HP 57 (6d12 + 18)
Speed 20 ft., Fly 70 ft.

AbilityScoreModSave
Str19+4+4
Dex13+1+1
Con16+3+3
Int2-4-4
Wis14+2+2
Cha6-2-2

Senses Passive Perception 12
Languages None
CR 6 (XP 2,300; PB +3)

Traits

Flyby. The quetzalcoatlus doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Multiattack. The quetzalcoatlus makes two Bite attacks. It can replace one attack with a Talons attack.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage.

Talons. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from both talons, and it has the Restrained condition until the grapple ends.

Bonus Actions

Swoop (Recharge 5–6). If the quetzalcoatlus has a creature Grappled, the quetzalcoatlus flies up to half its Fly Speed and drops that creature.

Spinosaurus (CR 7)

Huge Beast (Dinosaur), Unaligned
AC 13 Initiative +0 (10)
HP 93 (11d12 + 22)
Speed 30 ft., Swim 20 ft.

AbilityScoreModSave
Str22+6+6
Dex11+0+0
Con15+2+2
Int2-4-4
Wis13+1+1
Cha5-3-3

Resistance Cold, Fire
Senses Passive Perception 11
Languages None
CR 7 (XP 2,900; PB +3)

Traits

Heat Radiation. At the end of each of the spinosaurus’s turns, each creature in a 10-foot Emanation originating from the spinosaurus takes 11 (2d10) Fire damage unless the spinosaurus has the Incapacitated condition.

Actions

Multiattack. The spinosaurus makes two Bite attacks.

Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 23 (3d12 + 6) Piercing damage.

Stegosaurus (CR 3)

Huge Beast (Dinosaur), Unaligned
AC 14 Initiative +0 (10)
HP 59 (7d12 + 14)
Speed 30 ft.

AbilityScoreModSave
Str19+4+4
Dex11+0+0
Con14+2+2
Int2-4-4
Wis13+1+1
Cha6-2-2

Senses Passive Perception 11
Languages None
CR 3 (XP 700; PB +2)

Actions

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 17 (3d8 + 4) Piercing damage.

Reaction

Thagomizer Counter. Trigger: The stegosaurus is hit by a melee attack roll. Response: The stegosaurus makes one Tail attack against the triggering creature if within range.

Velociraptor (CR 1/2)

Small Beast (Dinosaur), Unaligned
AC 14 Initiative +0 (10)
HP 4 (1d8)
Speed 40 ft.

AbilityScoreModSave
Str9-1-1
Dex17+3+3
Con11+0+0
Int3-4-4
Wis14+2+2
Cha7-2-2

Skills Perception +4, Stealth +5
Senses Darkvision 120ft., Passive Perception 14
Languages None
CR 1/2 (XP 100; PB +2)

Traits

Pack Tactics. The velociraptor has Advantage on attack rolls against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The velociraptor makes two Rend attacks.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d3 + 3) Piercing damage.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

92 Extra – Shrimps and Crits Feed Drop – Setting the Stage, Campaigns for D&D and Other RPGs

This episode is connected to episode 92 – Folk Singing RPG Party (Ian & Shrimps and Crits). The second main campaign of the Shrimp and Crits actual play podcast is Skywaymen. This is the first episode of that campaign. Listen and if you enjoy it, go subscribe to their show!Shrimp and Crits has a website and is available on all your regular podcast platforms. Go take a look!You can find the TTRPG content that Ian's done on MaudlinGames.comCheck out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
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  2. 92 – Folk Singing RPG Party (Ian & Shrimps and Crits)
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  4. 90 – Zombies in Iceland (Hem and VARÚÐ! Dead Island)
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