Base Class: Druid
Druids of the Magitek order are members of the Warforged race who have found a way to combine Druidic magic with the technological bodies they find themselves in. Wood, steel and magic all combine to form a wonderful (and terrifying) tour de force among these druidic constructs. They have discovered a way to reshape and restructure the metal and wood their bodies are constructed of in order to take on the shape of other creatures.
(For roleplay purposes, this was designed to be played with the Warforged race. Because of this, you have no problem using metal armor/shields.)
This is in playtest mode currently and will be updated as it is tested.
Magitek Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. You retain your own Armor Class and Hit Points. You do not gain the Armor Class or Hit Points of the shape you take. Your shield does not count towards your Armor Class while transformed by Wild Shape. Unlike other Druids, you are not limited to only two Wild Shape transformations per short rest. You may, additionally, transform a number of times equal to your Wisdom modifier.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may EITHER use the shape's multi attack OR you may take an Extra Attack.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. You gain proficiency in Heavy Armor. When you transformed by Wild Shape, your Shield now upgrades your plating and you will benefit from the bonus to your Armor Class.
Elemental Wild Shape
At 10th level, you can expend use Wild Shape at to transform into an Air Elemental, an Earth Elemental, a Fire Elemental, or a Water Elemental.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Required Class Feature at 3
Required Class Feature at 3
Magic Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. You retain your own Armor Class and Hit Points. You do not gain the Armor Class or Hit Points of the shape you take. Your shield does not count towards your Armor Class while transformed by Wild Shape. Unlike other Druids, you are not limited to only two Wild Shape transformations per short rest. You may, additionally, transform a number of times equal to your Wisdom modifier.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may EITHER use the shape's multi attack OR you may take an Extra Attack.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. You gain proficiency in Heavy Armor. When you transformed by Wild Shape, your Shield now upgrades your plating and you will benefit from the bonus to your Armor Class.
Elemental Wild Shape
At 10th level, You can expend a use of Wild Shape to transform into an Air Elemental, an Earth Elemental, Fire Elemental, or a Water Elemental.
Advanced Primal Strike
Starting at 10th level, you may use the creature's multi attack plus an Extra Attack OR you may use two Extra Attacks.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Previous Versions
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10/29/2020 3:26:16 AM
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