Druid (3.5 FR) becoming a Techsmith feasable? [closed]

I’m looking for ideas that justify a (Forgotten Realms) Druid taking a few levels of the Techsmith prestige class.

Techsmiths are devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.

Followers of Gond believe in actions over words and results over intentions. They strive to hone their crafting abilities until they can create elegant and useful devices to suit any circumstances. So, a druid who also embraces technology & inventions (whilst still honouring & respecting nature) isn’t the traditional "Druid". But can it work?

What in-universe reasons exist that explain why druid can use metal weapons but not wear metal armour?

In 5e, we are told that the druid shouldn’t wear metal armour:

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

I believe this was true in older editions of D&D as well; "druids will not wear armor or use shields made of metal". Certainly the below quote seems to imply this…

In the 2016 sage advice, we are told that druids choose not to wear metal armour:

What happens if a druid wears metal armor? The druid explodes.

Well, not actually. Druids have a taboo against wearing metal armor and wielding a metal shield. The taboo has been part of the class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other natural materials that aren’t the worked metal that is associated with civilization. Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but the vegetarian chooses not to.

This question is not about what happens if druids wear metal armour, or whether certain druids might choose to wear it despite not being a common choice among druids.

My question is: why is there not a similar taboo around druids making use of metal weapons? Is there anything in any published material (ideally from 5e but I suspect that previous editions probably have more to say about this than 5e) that explains why druids are generally happy to metal weapons, despite the fact that they typically choose not to wear metal armour (or use metal shields)?

Just a reminder that this is not a designer-reasons question as I’m interested in lore-based answers, in-universe explanations, not any designer’s reasons from any edition as to why it was decided from a gameplay-based or mechanical point of view. I’m interested in the lore reasons only.


  • What would be the side effects on a Druid of wearing metal armor?
  • If I multiclass from ranger into Druid, can I still wear metal armor?

Can a Circle of the Stars druid fire an arrow from its star form and cast a spell of 1st level or higher during the same turn?

The druid subclass Circle of the Stars from Unearthed Arcana: Subclasses, Part 3 has the 2nd-level feature Starry Form, part of the description of which states:

You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Does “making a ranged spell attack” count as casting a spell and therefore limit your action to a cantrip or can you cast a spell of first level or higher because the arrow is not a spell? Could I cast one of the freely available Guiding Bolts and fire an arrow or do I have to stick with something like frostbite and an arrow?

Can the area of the additional spell effect of Druid Grove extend outside the area of Druid Grove?

The spell druid grove (XGtE, pg. 154) lists several effects that the caster may impose on the spell’s area (30-90 ft. cube). The spell also comes with an "Additional Spell Effect"; this reads:

You can place your choice of one of the following magical effects within the warded area:

  • A constant gust of wind in two locations of your choice
  • Spike growth in one location of your choice
  • Wind wall in two locations of your choice

So you select one of these spell effects and choose the location of its point of origin within the druid grove area.

The each spell’s listed area of effect can easily extend beyond the boundaries of the druid grove, especially if you only create a 30 foot cube grove.

Can the area of effect of the additional spell effect extend beyond the boundaries of the grove, or does the grove restrict the spell’s listed area?

As an example see this diagram. Here we have a 30 by 30 foot druid grove, and a 20 foot radius spike growth centered at the center of the grove:

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Does such an arrangement work? Or must the spike growth be confined to the 30 x 30 foot area of the grove?

Can an urban druid use their companion creature as a divine focus?

Urban druids can have a manufactured object like a gear or a horseshoe as a divine focus, and their companion creature can be a small animated object. Is there anything stopping them from having an animated hammer (or even an animated sword) that follows them around, which they can command to attack at a distance, swing as a regular weapon, and also grasp to cast divine spells?

If a druid Wild Shapes and merges with a telepathic sentient item, will the item’s telepathy be suppressed?

Suppose a druid is in possession of a sentient magical item that possesses telepathy. If the druid wild shapes and chooses to merge the item into their form, will the item’s telepathy be suppressed? The rules say, “Equipment that merges with the form has no effect until you leave the form.” Is telepathy an “effect”?

Circle of the Moon Druid discrepancy on dndbeyond

I’m wanting to play a Druid that wild shapes, so I’m building him on dndbeyond, and at 4th level is says I can wild shape into a 1/2 CR beast, and at 8th level I can wild shape into a 1 CR beast. But when I’m reading about a wild shape Druid on dndbeyond here: https://www.dndbeyond.com/posts/635-druid-101-wild-shape-guide it says at 2nd level I can wild shape into a CR 1 beast and by 6th level I can wild shape into a beast with a CR of my druid level / 3 rounded down so a CR 2 beast at 6th level. Which one is right? Or does the Circle Forms negate the Wild Shape forms?

DnD 3.5 Build – ‘Gravity Monkey’ idea with monk and druid

I’m about to start a DnD 3.5 campaign with a malleable DM. We are starting at level 5-8 (TBD) with 100,00 gold. I’ve been working on a build that has flavors of Sun Wukong – The Monkey King – at early levels and Pain from Naruto (almighty push stuff) at late levels. My goal is a ‘gravity monkey’ with a mantra of “The strength in this world lies in the sky and the earth.. and the forces that hold it together.”

I have approved the Wukong homebrew race and I will start with 2 levels of Monk as an orphan brought to a monastery in cold mountains (unless something more fitting is suggested). For the next several levels, I am planning to hit druid for the quarterstaff buffs and ability to summon elementals (Rashini Elemental Summoning as my idea). My end game is 6, 9, or 10 levels of the homebrew class, Mage of the Unseen Force (Gravity-mancer). I essentially want to be a monkey who hits hard and often, has battlefield control through earth and air spells, and can anytime fly around and summon elementals to supplement that control and then can start changing the gravity of the battlefield.

I’m looking for ideas for classes that might better fit the earth-air-monkey-quarterstaff thing if anyone has them.. BUT I am more specifically looking for alternative class features for the monk or especially druid. I know wild shape is great but I want to replace it to nerf my character a bit (my group isn’t heavy into optimization) and because I imagine myself pumping strength and staying in my form base most of the time. That said, the Monkey King has the power to turn himself into anything… I just don’t really want the stats from that – more the utility. I have looked at Shapeshifter ACF for druid, but it isn’t quite what I’m imagining as it seems to just buff stats if I’ve read it right. I can’t find much literature on the Elemental Druid ACF/Elemental Summoner Druid ACF, but it is very intriguing.

Question 1 synopsis: How can I make a druid (or something else) a nature-of-earth-and-air focused caster?

I also imagine myself as someone who doesn’t use many items. I want a badass quarterstaff (the Monkey King had one) that fits my ideas and have been trying to figure that out, but I am a bit unclear on staffs vs. quarterstaffs and whether a druid can use magic staffs.

Question 2 synopsis: Are there any awesome staffs that could be used as a quarterstaff and affect earth and air?.. or are there any other items that might be awesome for this build?

I will have some feats to spare. I will have my monk feats and am looking at quarterstaff focus, Rashini Elemental, and Magically Aloft for the homebrew prestige.. but otherwise have a lot of options.

Question 3: What feats work with earth, air, quarterstaff, or anything else that seems to fit?

Last notes: I live in China so anything with an Eastern flavor would be great. I don’t really want too much more homebrew as I have already added quite a bit, but suggestions are still welcome. I am not looking to be OP, just want a fun combat character. Our campaign is potentially going to be focused around finding a Deck of Many Things which my DM has a physical copy of. I don’t see that influencing my character really, but thought it was worth mentioning. I have read druid handbooks and Monkey King build threads, but am by no means well versed. I have looked at Apelord and Monkey Shen and neither fits right now, but if it makes sense with other options I am all eyes.

Thanks for the read and any answers in advance.