Druid
Base Class: Druid

Circle of the Weaver druids find their power, not only in what nature makes for them but also in what they can make from nature. While all druids are one with nature's creations, Circle of the Weaver Druids craft and create items of magical significance from the natural materials they find around them.

Druids of this circle seek to find a balance between creator and creation of their world, and use their abilities to create lasting boons for their companions or themselves.

 

Circle Spells

2nd-level Circle of the Weaver feature

Your mastery over weaving natural materials together grants you access to certain spells. At 2nd level, you learn the mage hand cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Weaver Spells table. Once you gain access to one of these spells, 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.

Circle of the Weaver Spells
Druid Level Spells
2nd mage hand, disguise self
3rd web, rope trick
5th protection from energy, hypnotic pattern
7th fabricate, black tentacles
9th seeming, creation

Natural Infusion

2nd-level Circle of the Weaver feature

Infusing an Item

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.


Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your natural infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Creation of Your Own

With DM approval you can create a new infusion for your magic items. Costs may include dedicated research, spell components like rune ink, associated checks to achieve your new infusion, and so on. this will all be scaled to the strength of the infusion you want to create. See DMG Pg.284 for help. 

Woolen Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

At 6th level you learn two new infusions (total of 6) and are capable of infusing 3 items at a time.

 

Attuned with Nature

At 10th level you can attune to up to four magic items at once.

At 10th level you learn two new infusions (total of 8) and are capable of infusing 4 items at a time.

 

Nature Savant

At 14th level you can attune to up to five magic items at once, and you ignore all class, race, spell, and level requirements on attuning to or using a magic item.

At 14th level you learn two new infusions (total of 10) and are capable of infusing 5 items at a time

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