Base Class: Druid
the circle of the inventor is based around the ideas of the artificer, except instead of purely mechanical devices druids of the inventor circle will create things using there inherent druid skills and machines creating amalgamations of nature and machine, creating true wonders like no other, often referred to as the druidicer line these people can create things like no one else can because of there knowledge of nature, allowing them to more easily use what are normally difficult to use materials. they can use this knowledge to utilize these materials in different ways as well. often leading to advancements in technology because they reveal new ways to do things traditional artificers believed to be impossible or never thought of.
you can learn spells from the artificer class along side druid spells.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one artificer cantrip of your choice. This cantrip doesn’t count against the number of cantrips you know.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the path you chose. Choose that path-- Inventor — and consult the associated list of spells.
Once you gain access to a circle spell, 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.
inventor
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
nimble and quick
as a druidicer you are the cutting edge of technology this means having to dodge explosions a lot, as such starting at 6th level you gain a advantage on all dexterity saving throws ,cause damn boy you can run
druidicer's Ward
When you reach 10th level, you have resistance against charmed or frightened since youve seen a lot via your horrific inventions that cause nightmares meaning all attemps to charm or frighten you are at disadvantage, and you are immune to poison and disease.
true machinism
starting at lvl 14 you have well and truly gone mad with the ways of the machine and despite your druidic roots have forgotten the ways of the druid, you care no longer for pollution or the preservation of nature, only that which you can use it to your advantage with your druidic knowledge. you now actively exploit nature for your own benefits. beasts and creatures shy away from your presence for fear of what you may do to them, you have an inherent field that instills the fear affect on all beasts and creatures within 50 ft, they must perform a wisdom saving throw to resist it or run away. in addition you have advantage on creating devices for your purposes now, dc is 10+proficiency bonus+ wisdom modifier
Previous Versions
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4/1/2025 11:09:17 AM
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