Druid
Base Class: Druid

In the ever-evolving Land of Technology, The Xahrian Federation, where technological marvels rise like steel sentinels, the druids of the Echo Lands found themselves overshadowed by their peers in the Fartheon wilderness. While nomadic clans thrived in harmony with nature, their urban kin struggled to retain their strength amidst the creeping expanse of civilization from fallen spaceships. From this divide, a new circle emerged, one that seeks balance rather than conflict. These druids wield their magic to weave nature into the heart of progress, proving that innovation and the wild can flourish side by side.

Level 3: Level 3: Robotic Warfare

When you choose this circle at 3rd level, you gain the ability to wildshape into land vehicles, as well as gain proficiency in them. You can use your action to, as a vehicle, operate the weapons and make an attack as if it was fully manned. Ranged attacks have their weapons magically reproduce the ammo needed, and you use your spell save dc for effects that have a dc. Your to hit bonus for attacks in vehicle form is the same as your spell attack bonus, and are considered natural weapons for you. What vehicle you can wildshape into is dependent on your druid level. Level 3 for a Devils Ride, level 6 for a Tormentor, level 10 for a Scavenger, and level 14 for a Demon Grinder. When wildshaped into a vehicle, you are a creature type construct, but considered an object for damage from abilities like siege monsters. Additionally, your wildshape beast forms have a robotic look to them. All your beast wild shapes (not construct or vehicles) gain a bonus to AC equal to your proficiency modifier, being mostly metallic, but you auto fail any check to discern you from a natural form. The maximum Challenge Rating for the form equals your Druid level divided by 2 (round down).

Level 3: Level 3: Circle of the Animachina Spells

When you reach a Druid level specified in the Circle of the Animachina Spells table, you thereafter always have the listed spells prepared.

| Druid | Prepared Spells
| Level |
|---------+---------------
| 3 | Alarm, Summon Vehicles, Connor's Articulate With Machines, Shatter, Thunderwave
| 5 | Lightning Bolt, Dispel Magic
| 7 | Summon Construct, Fire Shield
| 9 | Connor's Commune with Technology, Synaptic Static

Level 6: Level 6: Software Upgrades

Your connection to nature thrives even within civilization’s innovations. You gain proficiency with heavy armor and can don metal armor and shields without disrupting your druidic magic. At this level, you can make an extra attack whenever you take the Attack action (except when wildshaped into a vehicle), and your wildshape attacks are considered magical for the purpose of overcoming resistances. Your healing magic now extends to objects, allowing any healing spells you cast to also work on non-magical items as if using the Mending cantrip.

Level 6: Solar Matrix

While Wild Shaped, you absorb solar energy, regaining temporary hit points equal to half your druid level at the start of your turn if you are in direct sunlight. This solar energy healing effect is suppressed if you have taken acid or cold damage since your last turn, or if it is nighttime.

Level 10: Level 10: Network Calibrations

While other Circle of Animachina druids roll out in land vehicle forms, you take to the skies and sea with proficiency in sea and air vehicles. You can now expend two uses of Wild Shape (or a level 4 spell slot or higher if out of wildshapes) to transform into a Rowboat, Keelboat, or Airship. When transformed, you use the ship’s hull hit points as your own. You cannot attack with the ship’s weapons until you reach level 14, but when you do, you attack just like your Robotic Warfare feature.

If another Circle of Animachina druid with this feature is within 5 feet of you, you can combine to form a larger sea or air vehicle. When merged, you function as a single creature and choose which druid is targeted for attacks and saving throws. If one druid drops to 0 hit points, the combination and Wild Shape immediately end.

Level 14: Level 14: More Than Meets The Eye

You have a ranged laser weapon in your Wild Shape forms that burn with the energy of the sun and the power of your very soul. While in a Wild Shape, you can choose to have melee attacks deal force damage and ranged attacks deal radiant damage. Your Wild Shapes can also have a Laser weapon on it's body. It counts as a ranged spell attack, with a normal range of 90 feet and a long range of 300 feet, and it deals 4d6 radiant damage plus your wisdom modifier on a hit.

Level 14: Cybertronic Supremecy

Your connection to the cosmos has reached its peak, allowing you to Wild Shape into Spelljammers with Network Calibrations (a level 7 spell slot or higher if out of wildshapes for spelljammers), traversing the endless expanse of the skies and beyond and gaining proficiency in space vehicles. Vehicle upgrades can be bought for your vehicle forms to upgrade the form. Once bought for the form, its permanent, though only for the chosen form, i.e. an upgrade bought for a space galleon does not apply to a hammerhead.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2025 4:37:38 PM
19
0
--
Coming Soon
8/13/2025 3:42:01 PM
32
0
--
Coming Soon
10/26/2025 9:16:26 PM
32
4
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes