Druid
Base Class: Druid

The Circle of Wildsmithing draws upon the mystical powers of nature to create arcane equipment. Wildsmiths observe the natural world and use their observations to empower their own Wildshapes. Wildsmiths believe that creation and adaptation are part of the natural cycle of the world. These Druids believe that the strongest survive and strive to empower themselves. Those who are strongest are atop the social hierarchy of Wildsmiths. They are often highly competitive and seek to create the strongest equipment possible. 

*Note: This subclass was designed for paper and pencil play and may not function well with online play due to the fact that you cannot alter the rules of Wildshape in D&D Beyond

Wildsmithing Templates

Starting at 3rd level, Wildsmiths gain a template to craft an item of their choice for their Wildshape. An item can be crafted at the end of a long rest. Only one of the items can be crafted at a time. If another is crafted, the first one breaks apart. The item crafted must be from the following list:

Hallow Claws (Prerequisite- 6th Level)

When in Wildshape if your creature does not have the multi-attack feature they can instead make 2 attacks instead of 1 as part of the attack action

Integrated Satchel

When in Wildshape your carrying capacity is increased by 15lbs

Lightweight Treads

When in Wildshape your movement speed is increased by 10 feet and your jump height is increased by 5 feet

Tinkerer’s Goggles

When in Wildshape you have advantage on all Wisdom (Perception) checks and all Intelligence (Investigation) checks

Wildsmith Weapon (Prerequisite- 6th Level)

When in Wildshape, once per turn, you can add 1d6 to your damage rolls. This damage can me Bludgeoning, Piercing, or Slashing (your choice)

Woodward Armor

When in Wildshape your AC is equal to 13 plus your Wisdom modifier

Carving Craftsman

At 3rd Level, your ability to craft and carve has been greatly increased, bolstering your ability to craft. You gain proficiency in woodcarvers tools if you did not have it already

Quick Fix

Starting at 6th Level, your experience with Wildsmithing allows you to repair tools and items hastily. You learn the mending cantrip and can cast it while in Wildshape. This does not count against your cantrips known.

Wild Resurgence

At 6th level, you can store wild magic in your tools allowing you to call upon it in your time of need. When rolling initiative if you do not have a use of Wildshape you gain 1 use. This feature can only be used once and you regain it after a long rest

Pinnacle of Craftsmanship

Starting at 14th Level, you gain the knowledge of superior templates. Only one of these superior templates can be crafted at a time and they do not count against your Wildsmithing Templates. You can craft it over the course of a long rest. If a second superior template is crafted the first will fall apart. The superior templates must be crafted form this list:

Glider of Leaves

You create a glider made from the lightweight materials found in the natural world. When equipped instead of falling you can use your reaction to glide. When gliding each turn you can move up to 60ft. and a horizontal direction. When gliding you will drop 10 ft. each turn you are in the air. When you hit the ground, if you had the glider deployed,  you take no fall damage and the glider automatically retracts.  

Helm of Sticks

Wildsmiths often create a helmets made of natural materials often to ward their mind from magic. When in wildshape with the Helm of Sticks you have advantage on Wisdom, Intelligence, and Charisma saving throws. 

Shield of Nature

You create an expertly crafted shield made from natural materials. This shield is imbued with the magic of nature. When in Wildshape, the forces of nature work to preserve you, giving you resistance to bludgeoning, piercing, and slashing damage.

Thorny Caltrops

Wildsmiths understand that nature creates some of the best weapons to defend itself. Wildsmiths use the natural thorns of plants to create magical caltrops. While in Wildshape, these caltrops can be dropped as an action and spread over a 20 ft. radius. Any creature that walks over these must make a Dexterity saving throw. On a failure, a creature takes 3d10 force damage and falls prone. On a successful save, they only take half damage. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after taking a long rest

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