Druid
Base Class: Druid

A highly disrespected druid circle, The Circle of Machinery is comprised of those who follow the druidic teachings, but have strayed from the traditional paths. These druids track the formation of cities and technological developments. By discerning the secrets behind the machines these druids are able to create mechanical wonders, and harness the power of metal. 

 

Many druids of this circle keep population records of various cities, tracking the comings and goings. Others keep record of what new technologies are being created. Others still work with local blacksmiths, imbuing the power of nature's might into metal weapons and armor.

Circle Spells

Your mystical connection to machinery and technology infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to machines and urban environments. In addition, all other spells you cast have the essence of machines infused into them, flavoring spells such as thorn whip and bark skin to chain whip and iron skin respectively.

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.

 

3rd level: Heat Metal, Knock

5th level: dispel magic, counterspell

7th level: fabricate, stone shape

9th level: animate objects, hallow

Mechanical Form

You gain the ability to harness machines' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a mechanical form rather than transforming into a beast.

While in your Mechanical Form, you retain your game statistics, but your body takes on a Metallic Sheen; your joints become hinges, and objects connect them, as shown below. This form lasts for 10 minutes or until you’re incapacitated.
Whenever you assume your Mechanical Form, choose which of the following machines your form is based on; your choice gives you certain benefits and appearances while in the form:

Trebuchet. A powerful lobbing device that uses weight to throw large objects far distances. The connecting agent of your joints is long wooden rods. Whenever you cast a spell or cantrip that would deal damage to a large or smaller creature, that creature is pushed 15 feet in a straight line directly away from you, breaking through non-magical barriers. If a barrier would be broken in this way, the creature takes 1d6 force damage.

Wheat Grinder. A large set of two stone wheels that when used in tandem grind wheat into flour. The connecting agent of your joints is thick stone cylinders. Whenever an ally succeeds in making a melee attack, you can use your reaction to apply your wisdom modifier to the damage that attack would deal. Creatures dealt damage this way have their movement speed reduced by 5 for three turns, this effect can stack.

Portcullis. a strong, heavy grating that can be lowered down grooves on each side of a gateway to block it. The connecting agent of your joints is thin metal cylinders. When you would make a constitution check for any reason, you can treat a roll of 9 or lower on the d20 as a 10. In addition, when an ally would take damage from a non-magical weapon attack you can use your reaction to reduce the damage taken by half and reduce the attacker's movement speed to zero until the end of your next turn

Mechanical Nature

You no longer need to eat, drink, or sleep, but magic can still put you to sleep. If magic puts you to sleep, you are still able to move at half your normal speed and take actions at a  disadvantage for whatever rolls you make.

Also, through your attunement to urban environments and your more mechanical nature, you have no qualms with metal armors and tools. You gain proficiency in heavy armors, martial weapons, and one artisan's tool of your choice.

Metal Body

Through the use of metal and the attunement to it, your body takes on metallic properties. You gain a resistance to bludgeoning, piercing, a slashing from non-magical weapons. as well as an immunity to poison and the poisoned condition.

Construct Knowledge

Your attunement to metal and machinery allows you further insight into animated objects. You will always be able to tell if an object is animated, even if it is motionless and is otherwise indistinguishable from a normal object. 

You can also now create and manage your own constructs. While you are wearing heavy armor, you can use a spell slot of 4th level or higher to magically doff your armor immediately and turn it into a suit of animated armor that disintegrates upon death (causing the armor to be lost). For each level of spell slot beyond the 4th the armor gains an additional 3d8 hit points and does an additional 1d6 +2 damage with its slam action. The animated armor has the same initiative count as you, taking its turn immediately after yours, and will follow orders you give it. The armor  will not take any actions and remain motionless if no orders are given. You can use your bonus action to command the armor to do anything you yourself can do except cast spells. This Animated Armor can also be reverted back to normal armor and immediately donned again by using a spell slot of 3rd level or lower as a bonus action. 

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