Base Class: Druid
In a land of bustling advancements in technology, druids felt left behind in Xahria from the Echo Lands. Clans of nomadic druids were more in tune to their surroundings and more powerful than city druids, so a new circle formed to show infrastructure and nature can coexist peacefully.
Vehicular Warfare
When you choose this circle at 2nd level, you gain the ability to wildshape into a land vehicle instead of a beast. You can use your action to as a vehicle operate the weapons and make an attack. Ranged attacks have their weapons magically reproduce the ammo needed, and you use your spell save dc for effects that have a dc. What vehicle you can wildshape into is dependent on your druid level. Level 2 for a Devils Ride, level 6 for a Tormentor, level 10 for a Scavenger, level 14 for a Demon Grinder.
Transformer
The rites of your circle grant you the ability to transform into constructs. Starting at 2nd level, you can use your Wild Shape to transform into a construct with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, continue to use the table for movement restrictions such as you can only use flying speed of your construct form when you are an 8th level druid). Also at 2nd level, all your beast wild shapes (not construct or vehicles) gain a bonus to AC equal to your proficiency modifier, being mostly metallic, but you auto fail any check to discern you from a natural form.
Starting at 6th level, you can transform into a construct with a challenge rating as high as your druid level divided by 3, rounded down.
For the purposes of Druid level the Elite Druid adds 1 levels and Druid Supreme adds 3 levels. And for boons and class features this subclass counts as circle of the moon but only for construct shapes.
All Spark Software Upgrades
You are able to benefit from mankind’s innovations without losing your connection to nature. You gain proficiency with heavy armor, and are able to don armor and use shields made of metal. You gain extra attack at this level, and your attacks are considered magical. Healing you do now works on objects, repairing them. While wildshaped you regain {druidLevel/2} hit points at start of your turn if you are in daylight, absorbing solar power. If you took Acid or Cold damage this trait doesn't function at the start of your next turn, or if it's nighttime.
Shared Network
While other Cybertronics druids need to roll out in land vehicle forms, you can take to the skies instead. Now you can expend all uses of wildshape to transform into a sea vehicle or air vehicle. Your options are Rowboat, Keelboat, and Airship, but cannot attack with their weapons until level 14. For hp, you go by the ships hull hp. If another cybertronics druid is within 5ft of you and has this feature, you both can combine to make larger sea vehicles and air vehicles. The cybertronic druids who combined in this way are considered one creature, and choose who gets targeted for attacks or saving throws. If one drops to 0thp, the combination and wildshape ends.
Primal Transformer
The weapons you manifest in your wildshape forms have the energy of the sun in them, as well as the might of your soul. All damage you deal in wildshape form can be converted to radiant or force. You can now wildshape into spelljammers.
Previous Versions
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6/14/2024 5:46:29 AM
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