Druid
Base Class: Druid

Druids who cast their lot with the Circle of Steel see no distinction between the work of a careful gardener and that of a blacksmith - both use the bounty of nature to create and to transform. Unique among druids, many in this circle choose to wield or wear metallic armor, though they are usually quite particular about how it was sourced and created and in most cases would rather forge it themselves. As their connection deepens, they may also learn to become one with the metallic elements of the earth, using them to enhance their wild shapes in new and dangerous ways.


This subclass was created in Episode 11 of Untested Arcana - new content weekly on YouTube!

Circle Spells

2nd-level Circle of Steel feature

Your attunement to elemental metal grants you access to certain spells.

You learn an additional spell when you reach certain levels in this class, as listed in the Circle of Steel 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 Steel Spells
Druid Level Spell
2nd identify
3rd heat metal
5th haste
7th stoneskin
9th animate objects

Smelter’s Skill

2nd-level Circle of Steel feature

When you choose this circle at 2nd level, you understand the continuity between the earth beneath your feet and the metal in your hands. You gain proficiency with heavy armor and smith’s tools.

Primal Constructs

2nd-level Circle of Steel feature

At 2nd level, your transformations are wrought like steel. You can use your Wild Shape to transform into a beast with a challenge rating as high as your druid level divided by 4, rounded down to the nearest CR (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

This use of your Wild Shape is unique: when you transform in this way, your new form is made entirely of metal, your creature type changes to construct, and you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources. You determine how this affects the form’s appearance and how closely it resembles the beast; your choice has no additional effect on its game statistics.

You can stay in this shape for a number of minutes equal to your druid level. You then revert to your normal form unless you expend another use of your Wild Shape feature.

Refined Forms

6th-level Circle of Steel feature

Starting at 6th level, your Primal Constructs grow in power and ferocity. Your attacks in construct form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, while you are transformed you can use a bonus action to expend one spell slot to discharge a blast of elemental energy. Choose acid, cold, fire, lightning, or poison - you project energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d10 damage of the chosen type per spell slot level on a failed save, or half as much damage on a successful one.

Forger of Life

10th-level Circle of Steel feature

At 10th level, your hands can return the spark of life to worked metals.

You always have the awaken spell prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast awaken, you can choose to target an object of small or medium size that is composed primarily of metal. Once awakened, the object gains the game statistics of an animated armor, but is otherwise subjected to the same effects as any other creature awakened by the spell.

Towering Construct

14th-level Circle of Steel feature

Starting at 14th level, you can scrape the sky itself. When you use your Primal Construct feature, you can expend two uses of Wild Shape at the same time to grow to colossal heights. You gain the following benefits for the duration of your transformation:

  • If your form is smaller than Huge, you become Huge. If there isn't enough room to grow to this size, you attain the maximum possible size in the space available. 
  • You have advantage on Strength checks and Strength saving throws
  • Your melee weapon attacks that deal bludgeoning, piercing, or slashing damage deal additional damage equal to half your Druid level, rounded down.

You have one use of this feature, which you regain when you complete a long rest.

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