Druid
Base Class: Druid

This is a commissioned homebrew.


You've spent your years cultivating and nourishing crops. You've gained insight into the workings of nature, and have determined more efficient ways to harvest. You've learned to create. Create things that can help the crops grow, and things that can help you in your journey.

Tinker's Hands

You've spent many hours perfecting your craft. You gain proficiency in Tinker's Tools.

In addition, you may spend 1 minute inspecting a creation to determine it's properties. If you are inspecting a construct, you learn it's ability distribution. If you are inspecting a lock, a trap, or anything else mechanically created, you learn the DC required to deactivate it.

Working Companion

You love to create companions to help you with your duties. You gain access to the Find Familiar spell. Familiars you create in this way are considered constructs. In order to cast the spell, you must spend 1 hour building the construct. A familiar created in this way can use it's action to attack. You cannot dismiss a familiar created in this way.

You can have up to 2 of these familiars active at any given time. This number increases to 3 at level 6, and 4 at level 14.

You may cast Find Familiar through this feature once per short rest.

Quick Repair

You've learned to act quickly to fix your creations. You gain access to the mending cantrip. It counts as a druid spell for you, but does not count against your number of cantrips known. You can cast mending as a bonus action during your turn. If you do so on one of your constructs, it gains hit points equal to your spell attack modifier. If the amount of hit points gained would exceed it's hit point maximum, it gains the excess amount in temporary hit points.

Capable Guardian

Your experience with creating small companions has led to your ability to create larger ones. You can spend 1 hour creating a medium or large construct. When you do so, choose a material: Clay, Metal, or Stone. The creature resembles an animalistic golem or a modron made of the chosen material, which determines certain traits in its stat block.

The creature is an ally to you and your companions. It acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

You can't have more than one capable guardian at a time. If you use this ability while you already have a capable guardian, you instead cause it to adopt a new form.

You may use this feature once per long rest.

Capable Guardian

Armor Class 13 + your proficiency bonus (natural armor)

Hit Points 40 + double your druid level

Speed 50 ft.

STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
14 (+2)
WIS
8 (+0)
CHA
5 (-3)

Damage Resistances poison

Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Absorptive Skin (Clay Only). The construct is resistant to fire, cold, and lightning damage. If it takes damage in this way, the next time it deals damage, it deals an additional 2 damage of the type it was damaged by.

Aggressive Inertia (Stone Only). If the construct moves at least 25ft before making a Slam attack, it gains +2 to hit and +2 damage. If damage is dealt in this way, it cannot be the target of an opportunity attack until the end of it's current turn.

Metal Body (Metal Only). The construct gains +2 AC. It also gains immunity to poison damage and advantage on constitution saving throws.

Actions

Multiattack. The construct makes up to three attacks on its turn.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 5 + your proficiency bonus bludgeoning damage.

 

Devoted Creations

Your constructs have a deep connection with you. Whenever you reach 0 hit points, your closest construct will immediately rush to your position. It can use it's reaction to dash to your position. During it's next turn, it will use it's action and full movement to get to you as quickly as possible. Once it does, it grants you its energy. You gain a number of hit points equal to the amount of hit points the construct had remaining.

In addition, whenever you roll a natural 20 on a spell attack roll, each of your constructs gain a number of hit points equal to your spell attack modifier. If the amount of hit points gained would exceed it's hit point maximum, it gains the excess amount in temporary hit points.

Circle Of The Gardening Tinker Image

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