Druid: Circle Of The Forged (HB)
What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn’t limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with.
Only a handful of druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still learning what you’re capable of? Or, if you’re a warforged, were you designed with the potential to assume multiple forms… and if so, who created you, and why?
reference : Exploring Eberron
circle Forms
The rites of your set grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your fantastic condition to transform into a beast with a challenge rat american samoa high as 1 ( you ignore the Max. CR column of the Beast Shapes table, but must abide by the early limitations there ) .
Starting at 6th floor, you can transform into a animal with a challenge evaluation a high as your druid floor divided by 3, rounded down .
Skin of Steel
Starting at 2nd level, while you are transformed by Wild Shape, you gain the surveil benefits :
- You gain a +2 bonus to Armor Class.
- 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.
While in animal form, your body is made from the like materials as a warforged ; your muscles are rootlike tendrils protected by armored plates. It ‘s obvious to an observer that you are not a normal animal.
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elemental ferocity
Starting at 6th level, you gain the ability to imbue your attacks with elementary damage—charging your claw with electricity or unleash flames from your fangs. When you use violent Shape, choose one of the be damage types : acid, cold, fire, or lightning. While in your beast form, the first gear fourth dimension you hit a animal with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The supernumerary price is 1d6 per level of the spell slot expended, to a maximal of 5d6 .
When you use this ability on a creature, your attack has an extra impression, determined by which damage type you selected when you used Wild Shape. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old .
Acid. The target must make a Constitution saving throw against your druid spell save DC. On a fail deliver, its AC is reduced for one minute by an amount equal to half your Wisdom modifier ( minimum of 1 ). At the originate of each of its turns for the future minute, the aim can make another Constitution saving throw. On a successful save, the effect ends .
Cold. At the startle of each of its turns for 1 infinitesimal, the target must make a Constitution saving throw against your druid enchantment save DC. On a fail save, their bowel movement travel rapidly is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends .
Fire. At the begin of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid enchantment save DC. On a fail save, it takes fire damage peer to your Wisdom modifier. On a successful save, the fire goes out. If the aim or a animal within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames ( such as the aim being submerged in water ), the effect ends.
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Lightning. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a fail write, it loses its reaction until the begin of its adjacent bend and the first fire that it makes on its turn is made at disadvantage. On a successful save, the effect ends .
Adamantine Hide
Starting at 10th flush, while you are transformed by Wild Shape, you gain resistance to bludgeon, pierce, and slashing damage from nonmagical attacks. In addition, you gain the ability to use rampantly Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your animal form .
Constructed perfection
Starting at 14th level, while you are transformed by Wild Shape, you ca n’t be charmed, frightened, paralyze, lapidify, or poisoned. In summation, you are immune to poison price .