Druid
Base Class: Druid

Druids of the Circle of Metallurgy believe that metal should only be worked by those in tune with nature.

Circle Spells

3rd-level Circle of Metallurgy feature

Your connection to the earth and the metal within it grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Metallurgy Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Metallurgy Spells
Druid Level Spells
2nd faerie fire
3rd heat metal, magic weapon
5th protection from energy
7th stone shape
9th wall of stone, creation

Metal Whisperer

2nd-level Circle of Metallurgy feature

You gain proficiency with heavy armor. Furthermore, you ignore the druid avoidance of metal armor. You also gain proficiency with battleaxes, flails, longswords, morningstars, war picks, and warhammers.

Mineral Form

2nd-level Circle of Metallurgy feature

You gain the ability to assume a form bolstered by the powers of the earth. As an action, you can expend a use of your Wild Shape feature to bind elements of the earth to your body, providing a measure of protection. You gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you hit a creature with a melee attack, if the creature is made of metal or wearing metal armor, you can use your reaction to force the creature to make a Constitution saving throw. On a failure, you reduce the creature's AC by your proficiency bonus until the end of your next turn.
  • When a creature hits you with a melee attack, if it wielding a metal weapon or made of metal, you can use your reaction to force that creature to make a Constitution saving throw. On a failure, the creature has disadvantage on attacks with metal weapons and their weapon damage is reduced by half until the end of your next turn.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Ferrous Resonance

6th-level Circle of Metallurgy feature

When you hit a creature with a melee attack while wielding a weapon made of metal or when casting a cantrip, you can roll an additional damage die.

Additionally, as an action, you can touch one weapon made of metal and cause it to become silvered. The weapon remains silvered for 24 hours, or until you use this feature again. At 10th level, you can cause the weapon to become adamantine instead. When you enhance a weapon in this way, it gains a bonus to damage rolls equal to half your proficiency modifier (rounded up).

 

Mineral Leaching

10th-level Circle of Metallurgy feature

When you reduce the effectiveness of a metal weapon or armor using your Mineral Form, you gain an additional 8 temporary hit points on top of the hit points you have remaining.

 

Ferric Resistance

14th-level Circle of Metallurgy feature

While in your Mineral Form, you gain resistance to bludgeoning, piercing and slashing damage.

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