Druid
Base Class: Druid

Driven by their search for purpose, some warforged took to the confides of nature that they might find clarity in the meaning of their creation. Stripping off most, if not all, of their metal plates in favor of cut stone in a process called the Anancision, these druids vowed to protect the natural world, believing themselves to be the children of the rock and wood they were created with. Though the newest of the druidic circles, members of the Circle of the Machine draw from the memories of the old trees from which they came to recall the ancient druidic traditions, with most of the warforged having deep reverence to the Old Faith. 

Restriction: Warforged Only

Only warforged can choose the Circle of the Machine circle. Warforged are the only capable race that can use the Machine Wildshape class feature. Your DM can lift this restriction to better suit the campaign.

---- Subclass Features --

-

Machine Wild Shape

Starting 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Your Wild Shape does not have you transform you into a beast. Instead, nature coalesces around you, having you assume the shape of a warforged beast of your choice that you have seen before. 

Warforged Beast

You retain the following abilities:

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.

When you transform you do not assume the beast's hit points and Hit Dice. Instead, take the beast's maximum hit points halved and add this as your temporary hit points. Your armor class also changes to the beast's AC + your proficiency modifier. If your temporary hit points are reduced to 0, you do not lose the effects of Wild Shape.

You can stay in beast shape a number of hours equal to your druid level.

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

Other limitations and benefits of Wild Shape still apply. 

If you change back from Wild Shape, you lose all remaining temporary hit points, if any remain. 

Nature's Mending

Starting at level 2, you gain the ability to cast the Mending cantrip (if you don't already know it). The casting time of Mending is reduced to an action. Additionally, you may choose to target yourself with Mending in order to restore 1d8 hit points. You can use this feature three times. You regain expended uses when you finish a long rest. 

Entangling Vines

When you reach 6th level, you can cause a writhing mass of vines to appear at the point of impact of your unarmed strikes or attacks made in Wild Shape form. The target must succeed on a Strength saving throw or be restrained by the vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. You may use this feature once. You gain expended uses once per short or long rest.

Stone Sentinel

Starting at 10th level, the first time an enemy moves within range of you, you can use your reaction to hit with an opportunity of attack. When the enemy disengages, even as an action, you have an opportunity of attack, as well. Attacks done this way count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Weapons of the Wild

When you reach 14th level, you have mastered drawing the natural energy from within you.  When you make an unarmed strikes or attack in wild shape you can choose one of the following effects to occur:

Weapon of Stone:

You reinforce your strikes with the strength of stone. Creatures hit with this are dealt an extra 2d4 of bludgeoning damage.

Weapon of Thorns:

Thorny growths spring up from your strikes and embed themselves into your target. On each of their turns, the target must make a Constitution saving throw. On a failed save, they take 1d6 piercing damage. Once they make their save, the effect ends.

Weapon of Wind:

You imbue your strikes with the force of a tempest. The target must make a Strength saving throw or be pushed 15 feet away from you and be knocked prone. 

Weapon of Lightning:

You charge your strikes to move as quick as lightning. As a bonus action, you can take the dash action. Any attack you make deals lightning damage instead of its original damage type. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2020 5:57:04 PM
15
1
1.5
Coming Soon
5/15/2020 6:08:54 PM
13
1
--
Coming Soon
5/15/2020 6:48:30 PM
14
1
--
Coming Soon
Circle Of The Machine Image

Comments

Posts Quoted:
Reply
Clear All Quotes