Base Class: Druid
Not all Druids find their connection to the natural world solely through the organic. Those who join the Circle of Technology embrace a different path, one where the intricate beauty and inherent power of nature are mirrored and even enhanced through the marvels of mechanical engineering. These innovative Druids see the elegant design in a bird's wing translated into precisely crafted gears, the raw strength of a bear replicated in powerful hydraulic limbs, and the cunning of a predator embodied in sophisticated sensor arrays.
Rather than shapeshifting their own flesh and bone, these Druids channel their primal magic into the creation of intricate, life-like automatons. These mechanical companions, built in the image of beasts, become extensions of the Druid's will, acting as protectors, scouts, and even powerful combatants. They understand the fundamental principles that govern the natural world – the balance of predator and prey, the flow of energy, the resilience of life – and they apply these principles to their technological creations.
To a Druid of the Circle of Technology, the whirring of gears and the hum of arcane energy are as natural and vital as the rustling of leaves and the chirping of crickets. They see technology not as something separate from nature, but as another expression of its underlying laws, a way to harness and amplify its power in new and exciting ways. These Druids are often seen tinkering with their metallic creations, fine-tuning their designs and forging an almost symbiotic bond with their artificial menagerie. They are a testament to the idea that innovation and reverence for the natural world can walk hand-in-hand, creating a unique and potent force for balance in the world
Tinkerer
At 3rd level, you gain proficiency in Tinker's Tools and also gain the cantrip, Mending.
Mechanical Construct
At 3rd level, instead of your Wild Shape feature, you learn to create and pilot mechanical constructs inspired by the beasts of the natural world.
- Summoning: As an action, you can expend one use of your Wild Shape feature to summon a Medium-sized mechanical construct of your choice from the Initial Construct List (see below). The construct appears where you stand and you magically teleport inside.
- Duration: The mechanical construct remains for 1 hour, until it is reduced to 0 hit points, or until you dismiss it as a bonus action.
- Stats: The statistics of your mechanical construct are based on a beast of CR 1/2 or lower from the Monster Manual or other official D&D sources. However, it has the following modifications:
- Creature Type: Construct
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Hit Points: Equal to five times your druid level.
- Proficiency Bonus: Uses your proficiency bonus for attack rolls, saving throws, and any skills it is proficient in (based on the base beast).
- It retains the base beast's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores, as well as its senses, languages (if any), and special traits (excluding those that rely on biological functions, such as the poison of a snake).
Initial Construct List (Examples):
- Clockwork Wolf: Modelled after a wolf. Gains Pack Tactics.
- Automaton Spider: Modelled after a giant spider. Gains Web (recharge 5-6).
- Gearwing Raven: Modelled after a raven. Gains Flyby.
- Brass Badger: Modelled after a badger. Gains Burrow.
As you gain levels in this class, the CR of the beasts you can model your constructs after increases.
Progression of Construct CR:
- Level 3: CR 1/2 or lower
- Level 6: CR 1 or lower
- Level 10: CR 2 or lower
- Level 14: CR 3 or lower
Enhanced Automation
At 6th level, your understanding of mechanical life deepens, allowing you to enhance your robotic constructs. You gain the following benefits:
- Improved Forms: You can now choose a beast of CR 1 or lower for your mechanical construct.
- Integrated Systems: When you summon a mechanical construct, you can choose one of the following enhancements to apply to it for the duration it is active:
- Reinforced Plating: The construct gains temporary hit points equal to your druid level at the start of each of your turns while it is active.
- Sensor Array: The construct gains advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
- Articulated Limbs: The construct's movement speed increases by 10 feet.
- Energy Conduit: When you cast a spell with a range other than self, you can choose to have it originate from your mechanical construct instead of you, provided the construct is within 120 feet of you.
Advanced Prototypes
At 10th level, your mastery over mechanical constructs reaches a new level, granting you more powerful and versatile constructs.
- Superior Blueprints: You can now choose a beast of CR 2 or lower for your mechanical construct.
- Adaptive Framework: When you summon a mechanical construct, you can now choose two of the enhancements from the Enhanced Automation feature to apply to it simultaneously.
- Emergency Protocol: If your mechanical construct is reduced to 0 hit points while within 60 feet of you, you can use your reaction to expend a spell slot of 1st level or higher. If you do so, the construct is not destroyed and instead regains hit points equal to 1d8 per level of the spell slot expended. This feature can be used once per long rest.
Apex Construct
At 14th level, you are at the pinnacle of your technological druidism, you can create truly formidable mechanical beasts.
- Ultimate Design: You can now choose a beast of CR 3 or lower for your mechanical constructs.
- Integrated Arsenal: When you summon a mechanical construct, you can choose one of the following powerful upgrades in addition to the two enhancements from Enhanced Automation:
- Shock Emitters: The coonstruct gains an action it can use to unleash a burst of electrical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 3d8 lightning damage on a failed save, or half as much on a successful one. This action can be used once per short or long rest.
- Reinforced Chassis: The constructbgains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Mimicry Matrix: The construct can perfectly mimic sounds it has heard, including voices. A creature that hears the sounds can determine they are imitations by succeeding on a Wisdom (Insight) check against your spell save DC.
Technology Spells
When you reach a Druid level specified in the Technology Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
| 3rd | Heat Metal, Enhance Ability |
| 5th | Dispel Magic, Glyph of Warding |
| 7th | Fabricate, Stone Shape |
| 9th | Animate Objects, Wall of Stone |
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