Base Class: Druid
Druid of the circle of toy left the woods a long time ago, when all the cities have emerged. As a part of the society, they began to learn toycraft and it's magic. They replace the animals and nature with their construction and the city.
Toy Magic
Your life at a city around toys infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a list of spells.
Once you gain access to one of those 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.
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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9th |
Toy Empathy
When you choose this circle at 2nd level, you gain an innate undestanding of toys and the emotions of children. You can speak with construct and animated toys with simple words. You also gain proficiency in Charisma (Persuasion) when talking to children or about toys.
Toy Shape
Starting at 2nd level, you can the ability to use your wild shape to transform into Toy construct that you have seen before. You can also turn into a tiny or small toy you imagine. If you do so, you have all of your statistics but canno't attack nor cast spell. You only have 1 hit point and advantage on Dexterity (Stealth) and Charisma (Deception).
Toy Friends
Starting at 6th level, you can imbue a toy with magical energy. As an action, you can touch a non-magical toy or object that is Small of Tiny and infuse it with magical energy. The toy becomes a magical construct and follows your commands. The toy remains under your control for 1 hour or until it is destroyed. You can have a number of toys equal to your Widsom modifier (minimum of one) under your control at any one time. Each toy has an AC and hit points depending on the Toy Table (TO DO). They have action depending on the toy, but if they attack, they only deal 1 damage.
You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses after finishing a long rest.
Toy Booster
When you reach 10th level, you can add magical property to a toy when you use Toy Friends. You can add a number of booster per day equal to your Wisdom modifier + your proficiency bonus. You can use multiple booster per toy.
| Booster | Effect |
|---|---|
|
Floating Boat |
the toy gain swimming speed equal to it's speed |
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Helioz Blade |
The toy gain flying speed equal to it's speed |
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Light Shoes |
The toy double it's walking speed |
|
Healing Case |
The toy gain the action Heal twice. A creature in touch regain 1d8 + your Widsom Modifier hit point |
|
Magic Circle |
The toy gain the "Cast a spell" ability. When you imbue the toy, you chose a spell and use a spell slot as if you cast the spell. At any moment the toy can cast the spell you chose as if you were the caster |
|
Wooden Sword |
The toy gain "Attack" action. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + Your Wisdom modfier bluedgeoning damage |
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Wooden Helmet |
The toy gain total hit points equals to your Druid level + your proficiency bonus. |
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Grapple |
The toy can lift tiny and small object. It can grapple object from 10 feet away. |
Toy Fusion
When you reach 14th level,you have mastered the art of creating toys. As an action, you can touch a number of non-magical-toys or toy friends equal to your Wisdom modifier (minimum of one) and merge them into a single, larger toy construct. The new toy has hit points equal to the total hit points of the toys used and has AC of the merged toys or object. It also has every booster of the toys used, it can have more than one of the same booster (up to a maximum of 2) and if a booster gives the toys an action, it can use it per turn a number of time it has that type of booster. You can control the new toy as if it were a single toy created with Toy Firnds and it remains under your control for 1 hour or until it is destroyed.
Once you use this ability you can't use it again until you finish a long rest
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