Druid
Base Class: Druid
The possibilities that the combination of magic and science allow are endless.

-Kalamon

Using the device created by Kalamon known as the "Filter", the automaton absorbs magic and channels it to transform its own body through magic into animals.
During his studies to understand magic and how it works, Kalamon developed a device that can feed on energy from the environment, thus creating a “filter” of magic that captures and transforms it into energy.

Combining her knowledge of mechanics and magic she created a Warforged that can use magic as a Druid and even transform into mechanical animals.

Metamorphic Core

Starting at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action instead of as an action. His Wild Form doesn't make you turn him into an animal. Instead, nature coalesces around you, making you assume the form of a warforged beast of your choice that you've seen before.

Warforged Beast

Integrated Protection. Your body has built-in defensive layers.
- ENIAC gains an Armor Class bonus equal to its Constitution bonus when transformed.
- ENIAC is able to emit full light in a cone for 9ft and penunbra for 3 ft, during its transformation.
-Every beast that transforms is a construct type.

Starting at 6th level, you can transform into a beast with a challenge level as high as your druid level divided by 4({{characterlevel/4}}).

 

Repair Protocol

Starting at second level, you learn the cantrip Mending and can heal from damage and regenerate missing parts, restoring 1d8 hit points. You can use this action a number of times equal to your proficiency bonus and recover all uses after a long rest.
The number of hit die increases according to your level in the druid.

 

Magic Protocol

 Using maximum technology and magic energy you gain the ability to manipulate technology to create spells from other lists.

 At levels 3, 5, 7, and 9 you gain access to these spells:

Druid Level Spells

3rd

Hold Person and Mirror Image

5th

Counterspell

7th

Fabricate

9th

Teleportation Circle

Once you gain access to these spells, you always have them ready and don't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear in the druid spell list, the spell is nevertheless a druid spell for you.

Combat Enhancement

When you move more than half your speed, you are able to make an energy burst on your unarmed or crossbow attacks to release an energy burst that immobilizes your opponent for one minute, the target can use an action to perform a saving throws to get rid of electrical discharge.

At lvl 6 you learn the cantrip Eldritch Blast, and can use it as part of an action when transformed into a beast.

Firmware Preservation

 From the 10th you can overcome the limits.
Through pneumatic pistons, you can carry much more weight.

From the 10th you always have the Reincarnate spell ready, and every creature you use it will be a constructed type. You also learn to create new constructs by learning the Animate Objects spell, and having it always ready, your animated objects share the paths with you at all times.

Overclock

Starting at 14th level, you receive upgrades to improve your protocols and cores.
After completing a long rest you are able to choose one of the upgrades from the list below:

Defense Net: Allies who start and end their turn near you (5ft) gain the following bonuses, gain 2 more AC, advantage on Constitution saving throws, and flying or swimming movement equal to your natural movement. you acquire the upgrade Agonizing Blast.

Battle Matrix: With this upgrade you are able to stay in your beast form for a number of hours equal to half your Druid level, you no longer need to move to apply lightning to your unarmed attacks or in beast form and you acquire the upgrade Agonizing Blast

 

Battle Matrix

With this upgrade you are able to stay in your beast form for a number of hours equal to half your Druid level, you no longer need to move to apply lightning to your unarmed attacks or in beast form and you acquire the upgrade Agonizing Blast.

Defense Net

Allies who start and end their turn near you (5ft) gain the following bonuses, gain 2 more AC, advantage on Constitution saving throws, and flying or swimming movement equal to your natural movement. You get the Grasp of Hadar

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