Base Class: Druid
Not all druids reside on the material plane... but few are as borderline As those who reside in Mechanus, these druids either were Sent to Mechanus by mistake or went their of their own volition they have found they mesh well with the ever spanning machine of order Mechanus is. These druids turn into caretakers who aren't directly controlled like The Modrones that take care of the plane, often even being respected by them if not completely confusing to most of them. Usually, druids of this plane enjoy order and those who bring it often being the type to read all the laws and memorize them when they enter a new city, but some follow the order of Mechanus due to their lives being chaotic messes before becoming who they are now.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one Wizard cantrip of your choice. your Spell casting modifier remains wisdom
Shape of the Machine
You can now use your Wildshape to transform into Creatures that are Construct type creatures. Example Modrones, Homunculus, flying Sword, and animated armor, you must still follow the CR and other restrictions of wildshape
Circle 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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
accounted variable's
Over the course of working on the Grand machine that is Mechanism you've learned to account for odd occurrences, and Faulty parts of the grand design of the universe. as such youve begun adjust them via the weave to make sure such oddity is accounted for
at 6th level When rolling damage or to hit you may at the cost of your Reaction for the round take an odd roll and round it up to the nearest even number. if rounding the number to 20 it does not count as a critical hit as normal as you do not double damage but you still automatically succeed to hit the target.
A mind like clockwork
Your mind and body have Started Working and thinking more like a machine making your body optimized at dealing with various forms of illness both mental and psychical
When you reach 10th level, you have advantage on saving throws against the Poisoned, Frightened and Charmed condition.
Emergency Action
Starting at 14th level, when you or a creature you can see makes an attack roll, saving throw, or ability check, you can use your reaction to treat a d20 roll of 9 or lower as a 10. You may use this feature immediately after the roll, but before any of the roll's effects occur. You can use this feature three times and regain all expended uses when you finish a long rest.
Previous Versions
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10/30/2019 4:21:49 PM
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