Base Class: Druid
Your connection to nature seems to scream to the steel divine drawing in great power from deep space. This galactic connection grants you the ability to control and manipulate the metals in the universe around you. using this celestial magic your wild shape transformations take the form of arcanely constructed beasts of scrap metal, alloyed stone and spare parts. The beasts of burden you summon also manifest in this way. Joining this circle promises a supreme connection to the deepest reaches of the wildspace.
Nebula of Knowledge
When you join this circle at 2nd level, you have formed a bond with a wildspace spirit, a celestial being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildspace Spells table. At third level you can summon the spirit in battle. You have also learned to speak with constructs regardless of their language.
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.
| Druid Level | Spells |
|---|---|
| 2nd | Speak with Animals, Cure Wounds |
| 3rd | Acid Arrow, Healing Spirit |
| 5th | speak with plants, Revivify |
| 7th | Hallucinatory Terrain, Move Earth |
| 9th | Animate Objects, Mass Cure Wounds |
Wildspace Construct
At 3rd level, You can summon the primal construct bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildspace Construct, rather than assuming a beast form.
The construct appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the construct (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The construct is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildspace Construct stat block, which uses your proficiency bonus (PB) in several places. You determine the construct's appearance. Some constructs take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the construct shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the construct can take any action of its choice, not just Dodge.
The construct manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the construct again, or until you die.
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Wildspace Construct |
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Small elemental |
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Armor Class: 13 (natural armor) |
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Hit Points: 5 + five times your druid level |
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Speed: 30 ft., fly 30 ft. (hover) |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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10 (+0) |
14 (+2) |
14 (+2) |
13 (+1) |
15 (+2) |
11 (+0) |
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Damage Immunities: Poison |
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Condition Immunities: charmed, frightened, grappled, prone, restrained, poisoned |
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Senses: darkvision 60 ft., passive Perception 12 |
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Languages: understands the languages you speak |
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Challenge: — |
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Proficiency Bonus: equals your bonus |
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Actions |
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Steel Shot. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB force damage. |
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Cosmic Teleportation. The construct and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the construct left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB force damage. |
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Galactic Arcana
At 6th level
- the bond with your wildspace construct enhances your destructive and restorative spells. Whenever you cast a spell that deals thunder or lightning damage or restores hit points while your wildspace construct is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
- when you cast a spell with a range other than self, the spell can originate from you or your wildspace construct.
- you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Interstllar Wild Shape
At 10th level
- you can expend two uses of Wild Shape at the same time to gain the ability to open a temporal rift while transformed. Whenever you make a melee attack in wild shape you can target any creature within 30 feet of you that you can see. The attacks range is extended to reach the target.
- your wildspace construct has been equipped with an Eldritch Cannon. But you must use your action, instead of your bonus action to command the construct to use the cannon.
| Eldritch Cannon | |
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| Cannon | Activation |
| Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
| Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
| Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Cosmic Revival
At 14th level
- the bond with your wildspace construct can save you from death. If the construct is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the construct to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest.
- you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
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