Circle of the Evergyre

Circle of the Evergyre

Druids who follow the Circle of the Evergyre have a unique kinship with both machine and nature and are devoted to the turning of the wheel, heedless of morality (tending toward lawful neutral)—nature is a cold, emotionless machine, constantly moving forward and perpetuating itself, concerned more with the survival of the whole rather than the individual. Sometimes a worn or broken cog must be replaced so that the system may survive. Druids who follow the Circle of the Evergyre are far more likely to help civilization work in concert with nature rather than openly disrupt any construction or technological progress: they feel at home within a bustling city as much as a secluded forest and view responsible development as an evolutionary imperative.

Druids who follow the Circle of the Evergyre often face backlash and prejudice (or at the very least a severe frown of disapproval) from druids who maintain a more traditional worldview. Clockwork, being a creation of man as well as Rava, draws criticism and skepticism from most druids, and one who chooses this path should be aware of the potential disdain from their brethren. Some traditional druids view the Circle of the Evergyre as anathema, often refusing to work with them and sometimes going so far as denying the clockwork druids entry into more natural druidic groves.

Circle of the Evergyre Features

2nd Machine Speech, Circle Spells
6th Additional Contagion, Affinity for the Forged
10th Ore Weaver
14th Beast in the Machine

Machine Speech

When you choose the Circle of the Evergyre at 2nd level, you tap into the workings of clockwork, constructs, and machinery. You can cast machine speech without consuming a spell slot.

Circle Spells

When you choose Circle of the Evergyre, you increase your affinity for machines, forging a deeper connection with automata, constructs, and similar creations of Rava and mortal alike. At 3rd, 5th, 7th, and 9th level, you gain access to circle 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. You cast these spells as druid spells.
Druid Level Circle Spells
3rd repair metal, lock armor
5th gear barrage, soul of the machine
7th grinding gears, steam blast
9th mass repair metal, mechanical union

Additional Contagion

At 6th level, rust is added to your list of effects for the contagion spell.

Affinity for the Forged

You have an uncanny ability to connect with constructs and other metal creations. At 6th level, you’re able to cast the summon clockwork beast ritual once per day. In addition, when you use the commune with nature spell, construction no longer inhibits your ability to sense your surroundings. If you are in an environment composed of metal, your range is 3 miles; other constructed environments are limited to 300 feet.

Ore Weaver

Metal is a product of the earth, a natural resource needlessly shunned by other druids. But you, with your broadened horizons, can tap directly into that reserve. At 10th level, you are able to pull raw metal from the very ground beneath your feet or twist existing metal to suit your purposes. Twice per day, as an action, you can use this feature to create one of the following effects:

  • You create a nonmagical metal dome (3 inches thick and with a 10-foot radius) around you that can fit up to nine other creatures of Medium size or smaller. When you use this feature, you may choose the type of metal (though your GM may restrict your options based on rarity and environment) and whether the dome is solid or includes openings like windows and doors (though there are no hinges, so any openings are just that—openings). The dome lasts for 12 hours or until you dispel it, at which point it crumbles and returns to the earth.
  • You create a wall, bridge, or other structure as with the wall of stone spell with the following differences: your structure is made of metal rather than stone, and the AC for each panel is 18 instead of 15. The initial metal panel must be in contact with the ground. When you use this feature, you may choose the type of metal (though your GM may restrict your options based on rarity and environment).
  • You bend or shape existing metal as with the stone shape spell.

After you use this feature twice, you must finish a long rest before you can use it again.

Beast in the Machine

At 14th level, you’ve mastered the melding of nature and construct. Your beast forms are now mechanical in nature, coated in metal and immune to much that would injure a creature of pure flesh and blood. While in beast form, you gain the Flesh of Steel trait of the gearforged and also gain resistance to piercing, bludgeoning, and slashing damage from nonmagical weapons. Your attacks while in this form are considered magical.

Clockwork Beasts

The Circle of the Evergyre gains access to the summon clockwork beast spell and the little clockworks it summons.

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