Base Class: Druid
Not all druids live in the wild. Druids of this circle are accustomed to the buzz and rush of a big city, and they've found ways to survive on the streets. As an Urban Jungle Druid, you know how the city works, and you know how to work with it. These druids have impeccable senses for navigating through mazes of buildings, markets, sewers, and whatever else. They learn how to move with the crowd, hiding themselves while snaking through pathways of buildings and people. Finally, they know urban animals better than anyone else, becoming more than just a small mouse or scrawny cat when they wildshape.
Urban Biome
Starting at level 2 when you choose this subclass, you must also choose an Urban Biome, which determines the features you gain at later levels (6, 14). Choose from Sewer, Ground Level, and Roof top:
Ground Level
You are as sneaky as a cat, disappearing and reappearing at will. You gain proficiency in stealth, and you have advantage on stealth checks made to hide in a crowd.
Roof Top
You are as dextris as a bird, doing flips and practically flying through the air. You gain proficiency in acrobatics. In addition, you gain a bonus to the length of your jumps equal to (your wisdom modifier) + (your proficiency bonus).
Sewer
You are as resilient as a rat, wading or swimming through sewer water practically unaffected. You gain resistance to poison, and you have advantage on saving throws to avoid being poisoned.
City Creatures
Starting at 2nd level, whenever you wild shape into a bat, cat, pigeon, rat, or similar urban animal with a challenge rating of 0, the transformation lasts indefinitely, rather than an hour.
City Rush
At 6th level, your body has adapted to the unnatural environment of the city, granting you a benefit from your Urban Biome type.
Ground Level
You adapt to the hustle of the street, learning to move swiftly and softly through passageways like a cat. Your movement speed increases by 30 feet permanently, and your movement doesn't trigger opportunity attacks unless you are surprised.
Roof Top
You have adapted to the city heights, allowing you to scale walls as if you were flying up them. You gain a climbing speed equal to your walking speed. In addition, if you fall at least 10 feet, subtract 10 feet for the purpose of determining fall damage, and when you reach 10th level you subtract 30 feet instead.
Sewer
Your body has adapted to the disgusting, putrid waters of the sewer. You gain a swimming speed equal to your walking speed, and you are immune to effects caused by smells, such as a Troglodyte's stench.
Urban Link
At level 10, you have formed a link to the city creatures around you, allowing them to help you navigate. You can spend 10 minutes (this can be part of a rest) forging a bond to an animal of tiny size and a CR of 0, such as a bat, cat, rat, or pigeon (I have created a pigeon in the creatures section of homebrew). While this bond is active, you can use a bonus action to command the creature. When you command it, you can make it take the dash (you control where it moves regardless of if you take this action or not), disengage, or hide actions, and if you don't command it, it takes the dodge action. In addition, you can use your action to look through the creature's eyes, and see what it sees. The creature takes it's own turn in combat, but it takes it's turn directly after yours in combat. The bond lasts until you take a short or long rest, until dispelled, or until the creature drops to 0 hit points. You can use this feature once, and you regain the ability to do so whenever you take a short or long rest.
Enhanced Biome
When you reach level 14, you become magically and permanently altered to match your biome choice. You gain one of the features below, based on your urban biome.
Ground Level
You have reached perfection in your senses and reflexes, much like a cat. You gain proficiency in dexterity saving throws, and you cannot be surprised. In addition, you can cast the longstrider spell at will.
Roof Top
You have reached the peak of aerial maneuvering, even without flying. Once per turn, while you are in midair you can jump even if there is nothing to jump off of. In addition, you can cast the jump spell at will.
Sewer
Your resilience is beyond compare to many other humanoids, like comparing a rat to a butterfly. You gain immunity to poison and disease, and you can't be poisoned.
Green City
You gain small pieces of magic used to liven the city with plants, and to remove pollution. You can use an action to immediately destroy a piece of garbage or a section of polluted nature that you touch and replace it with plant life and natural materials. You can do so a number of times equal to your wisdom modifier, and regain all expended uses when you finish a short or long rest. The size of the garbage you can destroy is determined by your level, as follows. This ability does not apply to constructs.
| Druid Level | Size |
| 3 | Tiny |
| 5 | Small / Medium |
| 7 | Large |
| 9 | Huge |
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Posted Apr 17, 2023Thank you for making this, this is really a great inspiration. My idea is to make a druid that is trying to influence policy and development by day, and by night dealing with the ones who choose to do harm to the environment.
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Posted Jul 11, 2022Thanks to everyone who helped make this! sorry its a bit confusing that green city is a level 3 feature displayed after all the others