Druid
Base Class: Druid

Druids of the Circle of Machines wreath the unnatural in the natural, weaving nature into the mechanical. These druids take quite well to ancient ruins filled with old technology which they can restore to life and bend to their will. They serve well among the cities of the world as well, being able to reinforce and create wondrous devices for all the world to see and use.

Infuse Machine

As an action, you can expend a use of your Wild Shape to animate an object of your choice that weighs more than three times your level in pounds, rather than assuming a beast form. 

The construct is friendly to you and obeys your commands. See the Nature Infused Construct stat block for its statistics, which uses your proficiency bonus (PB) in several places. The construct's health is equal to 7+6 times your level. 

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the construct can take any action of its choice, not just Dodge.

The construct manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon a construct again, or until you die.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Machines 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.

Druid Level Circle Spells
3rd Cloud of Daggers, Heat Metal
5th Elemental Weapon, Tiny Servant
7th Fabricate, Summon Construct
9th Animate Objects, Creation

Elemental Batteries

Your channeling of nature has reached such a point where it can enhance your constructs. Whenever you take cold, fire, lightning, or thunder damage, you can store half of the points of damage for later use. You can use these points either to give extra hit points to a construct you control, or add those points to an attack made by a construct you control, choosing either cold, fire, lightning, or thunder damage to deal. After a long rest, you lose all stored points, as they dissipate gently back into nature.

Independent Constructs

You have figured out ways to power your constructs without needing your concentration. Your concentration on spells or abilities which allow you to control constructs cannot be broken by anyone but yourself, and if you do not command a construct in a turn, it moves to and attacks the nearest creature automatically rather than dodging.

Infest Construct

You gain the ability to use the natural world to overtake a construct not under your control. You can use your action to force any construct that you can see to make a constitution save against your spell save dc or fall under your control. Any construct which has a challenge rating above your level makes this save with advantage, and can reroll the save at the end of its turns. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/14/2023 8:13:23 PM
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