Base Class: Druid
Druids of the Circle of Iron are skilled smiths, fierce warriors and expert metallurgists who manifest their power through fire and steel. Their circle rebukes the druidic taboo against using metal, believing that it is as much a part of nature as the forests, oceans and deserts. Though they are seen as outcasts or blasphemers by some, Iron druids remain stalwart in spite of scrutiny.
Circle of Iron Spells
When you choose this subclass at 3rd level, your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of Iron Spells table, you thereafter always have the listed spells prepared.
Circle of Iron Spells
| Druid Level | Circle Spells |
|---|---|
| 3rd | Shillelagh, Searing Smite, Heat Metal |
| 5th | Fireball |
| 7th | fabricate |
| 9th | flame strike |
Implements of the Circle
Starting at 3rd level, your veneration of metal allows you to use it in ways ordinary druids cannot. You gain the following benefits:
Armor Savant. You gain proficiency with Medium Armor and Heavy Armor if you do not already have it. Additionally, wearing heavy armor doesn't reduce your speed if you do not meet its strength requirement.
Iron Artisan. You gain proficiency in Smith's Tools and you can use metal objects and weapons as a spellcasting focus for your druid spells.
Improved Shillelagh. You can cast Shillelagh on metal weapons and cause Shillelagh to deal Fire damage instead of Force damage. Additionally, You can use the damage die of Shillelagh or the weapon on which it is cast, whichever damage die is higher.
Metallic Form
Also at 3rd level, as a Bonus Action, you can expend a use of your Wild Shape feature to take on a Metallic Form rather than shape-shifting.
While in your Metallic form, you retain your game statistics, but your body becomes encased in metal plates, the gaps in the armor glow red-hot, and molten metal glows at its edges. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again. While you are in your Metallic Form, your AC becomes 18 if it is less than that, you have Advantage on Constitution saving throws that you make to maintain your Concentration on spells and you have advantage on strength saving throws made to resist being moved against your will. Additionally, Any creature in physical contact with you takes 1d8 Fire damage at the start of each of their turns, or when they make contact with you. If you are grappled by another creature, it must succeed on a Constitution saving throw or release you.
Whenever you assume your Metallic Form, choose which of the following metals encase your body; your choice gives you certain benefits while in the form.
Iron: Rough plates of iron envelop your body, granting you resistance to Radiant, Necrotic, and Force damage.
Tungsten: Heavy plates of tungsten envelop your body, granting you resistance to Bludgeoning, Piercing, Slashing and Fire damage.
Platinum: Lustrous plates of Platinum envelop your body, granting you resistance to Acid, Cold, and Poison damage.
Extra Attack
At 6th level, you can attack twice instead of once whenever you take the Attack action on you turn. Additionally, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Alloyed form
At 10th level, your knowledge of metallurgy has taught you how to alloy metals with your metallic form. Whenever you assume your metallic form, choose which of the following metals to alloy with. Your choice grants you certain benefits in addition to your chosen metallic form:
Lithium: Alloying with lithium makes your metallic form highly reactive. Whenever you are hit by a melee attack while in your Mettalic Form, you deal 1d8 Fire damage back to the attacker. This damage increases to 1d10 at 14th level and 1d12 at 17th level.
Adamantine: Alloying with adamantine makes your metallic form incredibly sturdy. When you are subjected to an effect that allows you to make a Dexterity or Strength saving throw to take only half damage while in your Metallic Form, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
Gold: Alloying with gold makes your metallic form incredibly malleable. While you are in your metallic form you have advantage on Dexterity checks and saving throws. Additionally, your reach increases by 5 feet.
Additionally, the damage dealt to creatures in direct contact with you while you are in your metallic form increases to 2d8 Fire Damage.
Iron Warden
Starting at 14th level, after you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Living Crucible
At 14th level, your constant manipulation of metal has taught you to melt, shape and reforge it with ease. You can assume a different metallic form, or alloy a different metal to your current metallic form on your turn as a bonus action.
Previous Versions
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9/25/2024 10:22:55 AM
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9/20/2025 4:34:01 PM
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1/1/2026 7:09:55 AM
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