Base Class: Druid
"We Are Smiths and Soldiers, Not just for Nature but for all of Mankind."
-Balroga. The First Steel Smith
A Circle of Steel Druid is a Style of Druid that Relies on Magic and Machines rather than Beasts, Typically any Beast Companion they Have is Modified with Mechanical Parts.
Bonus Spell and Cantrip
When you choose this circle at 2nd level, you learn one additional 1st Level Artificer Spell and one Warlock Cantrip of your choice.
Ferrokinesis
When you take this Circle at 2nd Level, You have Learned how to Shift Iron and other Magnetic Metals to your Will As an Action you can Pick a Manufactured Metal Object (Such as a Sword or Shield), If the Item is Being Worn or Carried the Creature Holding or Carrying the Object Must make a Strength Saving Throw against you Spell Save DC, if the Creature Fails the Save the Object is Pulled from it and you can Choose to Uee you Bonus Action to Swing the Object at the Creature Knocking the Creature Prone, if the Object Was a Weapon you May Choose to Roll the Damage Die of the Weapon plus you Spell Damage Modifier, if the Creature Succeeds the Save it Takes 1d4 Psychic Damage but Suffers no Other Effects, if the Object is not Being Worn or Carried it Flies Around You in the Air, You can Expend your Bonus Action to Command the Object to Move Around in anyway you Wish Such as Swinging Towards a Creature.
You also Gain Proficiency with Smith's Tools.
Circle Spells
Your mystical connection to Steel and Blacksmithing infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to certain Spells
Once you gain access to a circle spell, 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.
Steel
| DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Iron Athelete
Starting at 6th Level, You have Added Modifications to your Legs such as Metal Plating or Combining your Muscle Fibers with Metal Wires, You gain an Additional 20 Feet to your Walking Speed, When Making a High Jump you Jump a Minimum of 5 Feet into the Air, You Gain a Permanent +2 to your Dexterity Score.
Bio Override
When you Reach 10th Level, You have Reworked your Biology with Mechanical Parts and Nature Magics, You now Have Immunity to both Magical and Non-Magical Diseases, Immunity to Poison Damage and the Poisoned and Whenever you Wildshape the Creature you Wild Shape into Has an Additional 30 Feet of Walking Speed and is Considered a Beast and a Construct, All of the Thing Listed here Effect any Pets, Familiars, Mounts or Animal Companions you may have As well.
A Little Rework
When you Reach 14th Level, When you take a Short or Long Rest you can Take a Mundane Item and make it a +1 Item or give a Weak Effect such as an Additional 1d4 Fire Damage, or you can Take Two Magical Items and Swap their Effects, The Effects of the Items Change to Fit the Item. (Ex: If you take the Effect of the Eversmoking Bottle when Transmuted to a Sword the Sword will Constantly have a Small amount of Smoke will Constantly be Coming of the Weapon that can be Thickened as a Bonus Action to use the Effect of the Eversmoking Bottle.)
Previous Versions
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4/22/2021 4:30:58 PM
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