Saturday, August 6, 2022

DRUID: Circle of Steel

         
Telthona
    Quiet...The Earth is Feeding...

          ~Morrigan, Bearer of Tal’Drenaris

In times of war and desperation, where there is blood to be spilt and allies to be heeded, a most unlikely ally may arise from the woods. Druids of the Circle of Steel are powerful Ferromancers; primal sages of the earth itself and its metals, shaping mortal inventions to their whim in lieu of nature. Some Steel Druids become this way by losing everything, hatred in their hearts as the lasts of their forests burn. Others join armies or warbands, arguing in favour of the fauna they'll inevitably destroy. Corpses run dry and rot, weapons rust and return to the earth. War is inevitable, but nature prevails.

Circle of Steel

Your unique relationship with metals and your anachronism for war has benefited you, granting you access to certain spells. At 2nd level, you learn the mending cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Steel 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 Spells

Druid

Level

Circle Spells

3rd

Cloud of Daggers, Heat Metal

5th

Glyph of Warding, Spirit Guardians

7th

Fabricate, Find Greater Steed

9th

Animate Objects, Dominate Person

Warhound

You gain proficiency with martial weapons. Additionally, you no longer suffer any restrictions in regards to using equipment made of metal.


Archon’s Shape

Starting when you pick this circle at 2nd level, you may forge armour fit for a true guardian of the grove. As an action, you may expend a use of your Wild Shape to surround your body in magical plate metal, rather than transforming into a beast, which looks as you please. While this feature is active, you gain the following benefits:

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•Your AC becomes 17 + half your proficiency modifier (rounded down) if it were lower. You cannot benefit from a shield while in this form. If your AC is permanently reduced below 17 by an effect, your wild shape immediately ends.


•Whenever you cast a Druid spell of 1st level or higher that deals damage, you may change the damage type dealt with magical bludgeoning, piercing, or slashing damage. 


•Whenever you deal bludgeoning, piercing, or slashing damage, you may use your reaction to gain a number of temporary hit points equal to half the damage dealt. Once you have used this feature, you cannot do so again until you Wild Shape again. Leaving Wild Shape for any reason removes these hit points.


These benefits last for 10 minutes, or until you revert to your normal form as a bonus action.


Metallurgist

Starting at 6th level, whenever you or an allied creature you can see within 30 feet is targeted by a spell or weapon attack, you can transfer portions of the armour from your Archon's Shape to protect them. As a reaction, you may grant the target the benefits of the Shield spell against the triggering attack. Your AC while in your Archon's Shape is then reduced by 1, and you cannot use this feature again if it would reduce your AC below 17. Your AC returns to normal after you finish a long rest.

Forge the Blood Will

Starting at 10th level, whenever you cast a Druid spell of 1st level or higher that deals damage and hits, you may choose one of the following effects:


Sculpt: One target of your choosing must succeed on a Dexterity saving throw or receive a culminative -1 detriment to AC for 1 minute. You then gain a +1 bonus to AC for the duration.


Carve: One target of your choosing must succeed on a Constitution saving throw or begin bleeding profusely for 1 minute. Constructs and creatures that don't have blood automatically succeed on this saving throw. On a failure, the target has disadvantage on checks to maintain concentration and loses 2d4 hit points at the start of each turn. A creature can repeat the saving throw at the end of its turn, ending the effect on a success. If a creature is targeted by this feature again while under its effects, on a failure, the damage increases by 2d4.


You may use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses after you finish a Long Rest.


Iron Warden

Starting at 14th level, you may perform a rite in order to guarantee your domain's control. You commit to a 1-day ritual in which you expend 500 gp worth of materials, attune to a mundane object (such as a necklace), and expend a spell slot of 5th level or higher. A Shield Guardian then rises from the materials used.

The Shield Guardian follows your verbal commands (no action required) and rolls for initiative independently of you. If you do not give the Shield Guardian a command, it defends itself from harm but otherwise performs no other actions. Additionally, When you expend the spell slot of 5th level or higher, pick a spell you know with a level equal to or less than the spell slot used from the Druid spell list. Your Shield Guardian may cast that spell once per day as its stored spell, using your spellcasting modifier in place of its own.


You may once have one Shield Guardian under your control at a time, and may command it so long as you have the object used to bind it on your person. Additionally, You cannot use the spell slot used to charge the Shield Guardian so long as it is active. You regain your expended spell slot whenever the guardian is reduced to 0 hit points, or you perform another 1-day ritual to replace it.


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