Druid
Base Class: Druid

A dwarf strikes metal into the form of a shield, imbuing magic into the metal with every strike. A snake slithers into a deep, abandoned mine, transforms into a tiefling, and starts searching the walls for veins of iron ore. A human sits in a grove, a sword laying across their lap as they listen to the wind blow around them. These are they who recognize the naturalistic magic of metal. These are the druids of the Circle of Ore.

While most druids renounce the use of metal, Druids of the Circle of Ore recognize that metal grows from the soil’s embrace just as plants do, and seek to encourage sustainable mining practices in order to protect the balance between civilization and wilderness.

Mythic Metal

2nd-level Circle of Ore feature

You’ve discovered or created a magic metal item that has led you to the Circle of Ore. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Mythic Metals table or by choosing one.

While holding this item, you have these benefits:

  • You have the shillelagh spell prepared, and it doesn’t count against the number of spells you can have prepared.
  • You can cast shillelagh without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • When you cast shillelagh with this feature, the spell can affect metal weapons as well as wooden weapons. Additionally, if the enchanted weapon has a higher damage die than the spell’s described d8, it retains its original damage die.

If you lose the item, you can perform a 1-hour ceremony to magically transport the item to you. This ceremony can be performed during a short or long rest, and it transports the item to you no matter where the item is located, unless the item is on a different plane from the caster. The item is destroyed at its current location and reforms in front of the caster.

Mythic Metals
d6 Mythic metal item
1 A gold coin that emits dim light in a 1-foot sphere
2 An ancient iron dagger that, despite its age, has not rusted
3 A coiled copper wire that exudes a pleasant warmth
4 A silver bracelet that whispers indecipherable phrases
5 A tin toy soldier that once sprung to life to save you when you were young
6 A platinum charm in a starburst shape, found deep in dark, overgrown forest

Metallic Body

2nd-level Circle of Ore feature

As a bonus action, you can expend a use of your Wild Shape feature to shift into a Metallic Body, rather than transforming into a beast.

While in your Metallic Body, you retain your game statistics. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you choose your Metallic Body, choose which of the following metals coats your body; your choice gives you certain benefits while in the form:

Body of Iron. While in this form, your Max HP increases by an amount equal to your Druid level plus your proficiency bonus. You also gain Temporary HP equal to 1d6 + your Druid level when you choose this form. When you make a melee weapon attack against an opponent, your attack deals an additional 1d6 slashing damage, regardless of the damage the weapon normally deals. This damage is maxed if the attack is made with a slashing weapon you created.

Body of Copper. While in this form, you have resistance to fire damage. You may add your proficiency bonus to any damage you deal while in this form. As a bonus action, you may heal one ally within 30 ft. that you can see an amount equal to your Druid level + 1d6. You can use this ability a number of times equal to your proficiency bonus each time you choose this form.

Body of Gold. While in this form, you have immunity to acid damage, and resistance to lightning damage. You also have advantage on constitution saving throws.
When you take non-magical bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage.

Earthen Eyes

3rd-level Circle of Ore feature

At 3rd level, you gain tremorsense out to a 10 ft. radius. If you already have tremorsense from another source, your tremorsense increases 10 feet.

Into the Crucible

6th-level Circle of Ore feature

Whenever you finish a long rest, you can connect with certain aspects of metalworking, and call on them to aid you in your journey. When you do so, roll a d20. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled above or below a 10 (with 10 counting as “below a 10”):

Slag (1-10). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to impose disadvantage on the roll.

Ingot (11-20). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to grant advantage on the roll.

You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Free of Impurities

10th-level Circle of Ore feature

Your Metallic Body becomes stronger. The 1d6 of your Body of Iron and Body of Copper become 2d6. The fire resistance of your Body of Copper and the lightning resistance of your Body of Gold become immunities. Additionally, you can now halve magical or non-magical bludgeoning, piercing, or slashing damage on a reaction while in your Body of Gold form.

Finally, on a bonus action, you may change your current Metallic Body form to a different one. 

 

Body of Platinum

14th-level Circle of Ore feature

On a bonus action, you may use two slots of your Wildshape feature to achieve a more powerful Metallic Body form: the Body of Platinum.

Body of Platinum. As soon as you choose this form, you gain immunity to all bludgeoning damage, magical or non-magical. You also gain advantage on saving throws against all spell attacks targeted at you. Additionally, you have a fly speed equal to your walking speed in this form, with the stipulation that you must end your turn on the ground.

Finally, as a bonus action, you can heal all creatures of your choice in a 30 ft. radius an amount equal to 4d6 + your Wisdom modifier, even if you do not have line of sight. You can use this feature a number of times equal to your proficiency bonus each time you choose this form.

Previous Versions

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4/19/2024 8:28:05 PM
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