The Iron Druid

by Doc_

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The iron Druid

The Children of Gaia

Druidic Tattoos

Commune with Nature

Starting at 2nd level, You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Bindings

Starting at 2nd level, the Druid learns to draw on the earth to perform feats such as increasing their speed and strength, camouflage themselves from sight, and manipulate the bonds between all organic things.

You may expend spell slots to cast these bindings, increasing their power and duration by expending higher level spell slots. The binding lasts for 10 minutes for each level of the spell slot expended.

In addition, you gain a pool of magical reserve energy equal to your Druid level. As an Action or a Bonus Action, you may chose to convert a spell slot into Reserve points. You gain Reserve points equal to the level of the slot converted.

If you are out of spell slots or Reserve pool, you may expend your hit die instead. You may not regain these die in any way other than 2 per long rest.

Animal Forms

Starting at 2nd level when the druid gains the wild shape ability, they can only take 4 forms and must select them as a part of being bonded to Gaia. The DM may approve the player's choices but is encouraged to pick for them or randomize the decision.

The forms include; A land-based predator, a flying form, a hooved form, and an aquatic form. Level restrictions apply unless otherwise stated by the DM.

Training Specialization

At 6th level, [this will be a choice]

Extra Attack

When you take the attack action, you can make an extra attack. at level 14 you can make one more attack.

Animal Companion[ship]

You gain the ability to bond with an animal companion. The companion must be a beast of CR 1/4 or lower and be a beast naturally occurring in nature that you have found. Your DM may approve unique circumstances such as natural creatures cross bread or fused by magic (Daddy...). This is not a summoning spell. If your companion dies, you may not resurrect it like a Ranger companion and must do so as if resurrecting a player.

In binding yourself with your chosen companion but you are able to cast your bindings on it as if it was yourself.

Druidic Knowledge

You gain the Keen Mind feat? // You gain proficiency in two Intelligence based skills (excluding Investigation). If you choose, you may exchange these bonuses for expertise in a qualifying skill you already have proficiency in. You gain this benefit again at levels 12 and 18.

[Level 10] Polyglot/ Druidic Memory

At 10th level, chose a language you do not already know and add it to your list of known languages. You may also learn any additional languages with a month of immersion with speakers of that language and 30 consecutive days spending one hour [or 2? 4?] studying and memorizing it.

[You also gain the benefit of the Keen Mind feat, excluding the ability score increase.]

[Level 14] Cold Iron Aura

At 14th level, you complete your amulet that lets you bind cold iron to your aura. any time you are contacted by magic, roll an [intelligence] saving throw. on a success, the magic completely dissipates and does nothing. on a failure, you take half the effect of the spell. This applies to spells from allies as well as enemies.

Part 2 | Your Introduction

Bindings

Enhanced Strength

You gain the Bull's Strength effect. In addition, you add your proficency to your melee damage.

Enhanced Speed

You gain the Cat's Grace effect. In addition, when you take the move action, increase your speed by 10 feet.

Camouflage

Cast this binding to allow your pigments to replicate those around you. You gain advantage on Dexterity (Stealth) checks for the duration. You may take the hide action while not hidden, but if you were being looked at, you lose your advantage against that creature until they lose track of you.

Magical Sight

As a bonus action, you may cast this binding to bind your sight to the magical spectrum. Choose from the effects below.

  • Detect Magic:
  • Sense Undead:
  • Detect Alignment:
  • View Connections:
  • See Through Glamour:

For the duration of the binding, you gain the chosen effect. at level 4 and every 4 levels thereafter (8th, 12, 16th) you may choose one additional effect. The duration of the binding must be divided equally between the number of effects chosen.

As an action, you may provide the effects of this binding to other creatures, but you must divide the duration between the number of targets bound.

Maintaining magical sight requires concentration. For bindings cast on other creatures, if you lose concentration, all creatures lose the binding.

Like-to-Like

Chose two organic objects or creatures within a number of yards of eachother equal to 5 times your proficiency modifier. Roll [one] Reserve die. The targets are drawn together for a number of rounds equal to the number rolled. If one target is significantly heavier, it does not move. If a target is a creature or held by one, it may attempt a Strength saving throw to each turn to resist the pull.

Accelerated Healing

When you cast this binding, you regain a number of hit points equal to your proficiency modifier for a number of minutes equal to 10 minutes times the level of the spell slot expended.

You cast this binding using a bonus action and it requires concentration.

If you cast this binding using your action, you may elect to sacrifice 10 minutes of healing to cure yourself of one disease or neutralize one poison. This acts like the Lay on Hands ability in regards to multiple diseases and poisons but can only be used on yourself.

Unbinding

[undead or magically created]

Part 2 | Your Introduction
 

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