Circle Of The Mechamancer

As a Mechamancer, you are a tinkerer who has discovered a way to fuse technology with the remnants of a deceased druid's essence. Through your deep understanding of mechanics and your connection with the natural world, you have created mechanical constructs that mimic the wild shapes once used by the druids. These constructs allow you to channel the powers of nature in unique and inventive ways. Whether it's transforming into a clockwork wolf or unleashing a storm of gears and cogs, your abilities combine the spirit of invention with the essence of the wild.

## Mechanical Familiar (1st Level)

At 1st level, You gain a mechanical familiar, a small clockwork creature infused with the spirit of the fallen druid. It acts as a companion and guide, aiding you in your tinkerer endeavors. Your familiar can take the form of a small mechanical animal of your choice, such as a raven, squirrel, or spider. It provides you with advantage on Dexterity (Sleight of Hand) checks related to tinkering and can assist you in repairing or creating mechanical devices.

## Gearweaver (2nd Level)

At 2nd level, You gain the ability to infuse your mechanical constructs with arcane energy. When you use your Wild Shape feature, you can choose to transform into a mechanical version of a beast, created by your tinkering skills. This mechanical form has the same statistics as the chosen beast, but it appears as a clockwork construct. While in this form, you retain your Intelligence, Wisdom, and Charisma scores. Additionally, your mechanical forms gain resistance to poison and psychic damage.

## Tinkerer's Arsenal (6th Level)

At 6th level, You gain access to a collection of specialized tools and gadgets that aid your tinkerer abilities. You can use your bonus action to deploy one of these inventions during combat, granting you a unique benefit.

* **Gearblade:** *A clockwork blade that extends from your arm, allowing you to make an additional melee weapon attack.*
* **Coil Shield:** *A mechanical shield that provides you with a +2 bonus to AC until the start of your next turn.*
* **Chrono-Bomb:** *A small time-altering device that explodes, forcing creatures in a 10-foot radius to make a Dexterity saving throw or become restrained for one round.*

## Clockwork Companion (10th Level)

At 10th level, Your connection with the spirits of nature and machinery deepens. You can construct a clockwork companion, a medium-sized mechanical creature infused with a druidic essence. This companion is a construct, and its statistics are provided by your subclass features. It acts independently in combat and follows your commands. It has its own initiative, actions, and hit points. You can choose the companion's form, such as a mechanical bear, wolf, or eagle, and it gains additional benefits based on its form.

## Technomorph (14th Level)

At 14th level, You master the fusion of nature and technology, gaining the ability to transform your entire body into a massive mechanical form. Once per long rest as an action, you can enter a state called Technomorph. Your body becomes a towering construct, resembling an amalgamation of clockwork and nature. While in this form, you gain the following benefits:

* *Your size becomes Huge, and your reach increases by 10 feet.*
* *You gain temporary hit points equal to your druid level + your Intelligence modifier.*
* *You have advantage on Strength-based ability checks and saving throws.*
* *Your melee attacks deal an additional 1d10 force damage.*