Base Class: Druid
Druids come from everywhere, from the land to the sea to the sky. Some believe that their power starts and ends in the dirt and the grass, but nature is not so quiet as to silently wait as man coats its skin in metal and stone. Druids will rise in the constructed places, like dandelions coming up from the concrete. You do not fear the cities you found power in, but embrace them, as a whole new kind of ecosystem brought to this grand and wonderful world. With the stubbornness of dandelions and the will to get your hands dirty, you'll show the world that there is beauty in resilience.
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Optional Spells: Modern Settings
If the setting is appropriately futuristic, or fantasy-tech based, your DM may allow certain spells to come into play. Should they be permitted, all Technomagic spells from Unearthed Arcana 7 - Modern Magic count as druid spells for you.
Concrete Jungle
Lampposts, trees, carriages, beasts, iron, earth, what separates man from nature? You'd say nothing at all. Starting at 2nd level you have manifested your conviction into power, cementing the city as your domain, and therefore, its inhabitants as natural. Whenever you cast a spell, use a racial feature or use a class feature that refers to the plant or beast creature type, the spell or feature now effects or includes the construct creature type in an identical manner. (For example, this would allow you to wild shape into a construct, or force constructs to take maximum damage when you cast blight on them).
In addition, whenever a spell necessitates something natural, you may substitute it for an artificial element under the DM's discretion. (For example, the plant growth spell may cause an identical movement reduction when it is cast on concrete or cut stone, or a DM may allow a specific material component to be substituted by an artificial component of equal value, a tree stride spell may allow you to teleport via alleyways or lamp posts rather than trees.)
Urban Adaptations
This city is an environment surely, but a hostile and new one. Those that lay here must adapt, and adapt quickly. Starting at 2nd level, you've learned to flow with the tide and roll with the punches. When you use your wild shape feature, you may opt to not transform into the beast or construct, and instead augment your body with their features, take one of the options below based on the selected creature.
- Dandelion's Endurance -You gain an amount of temporary hp equal to the hp total of the selected creature.
- Pigeon's Speed -You gain the dexterity score, and all speeds and movement types of the selected creature, any one of these numbers remains unaffected should you possess a higher score or speed than that of the creature's.
- Rat's Ferocity -You gain the attacks and any mulitattack feature of the selected creature. You may choose to use either your wisdom-based spell attack to hit and your wisdom as the damage modifier, or use the creature's bonus to hit and their damage modifier.
This augmentation lasts for a number of hours equal to half your druid level (rounded down). You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Community Gardens
The city is nature, yes, but it is constructed, and therefore, it has been constructed for a reason. Starting at 6th level, you gain the ability to tap into the reason for the city itself; community. People support each other, shoring up the weakness of their neighbors by offering them their strengths. The only way to cultivate this strength is through cultivation itself, as you grow a garden of magic from the magic and skill of your allies. Before you take a rest, choose a number of willing creatures equal to or less than your wisdom modifier. Each creature may choose to use a single feature that regains uses every long or short rest, or cast a single spell. The feature or spell has no effect, and whatever resource was used (1 usage of a short or long rest ability, or the spell slot expended) is not regained during this rest. At the end of the rest, a creature who expended a feature or spell may collect one of the expended features or spells, gaining it until it is used, or either they or the creature who sacrificed the ability take their next rest, at which point the creature who has sacrificed their ability becomes once again able to regain it through resting.
Abilities and spells granted act as if used by their initial possessor, even when used by another. This means that a spell would use the initial spellcaster's spell attack bonus and save DC, and a second wind ability would add the fighter level of the fighter who gave the ability.
Public Transformation
The city is many things, but its two largest elements have always been that of change, and that of community... why wouldn't they go together? Starting at 10th level, you begin to expand your ability to adapt to the herd. When you successfully transform a creature into another creature, such as through the Polymorph or Animal Shapes spell, you can choose to not transform them at all, but instead enable them to use your Urban Adaptations feature considering the creature you would have transformed them into. When your Urban Adaptations feature is used in this way, the duration and all effects that could end the feature become irrelevant, instead, the feature ceases when the triggering transformation magic ends.
In addition, when you cast the Animal Shapes, Polymorph, Shapechange or True Polymorph spells, you can also use your wild shape feature as part of the same action.
Recycle
In an ideal community, everybody has what they need, no more and no less, but not everyone is so generous... Beginning at 14th level, you've learned how to even the playing field, making sure nobody can lay claim to something everyone should have. As an action, choose a single creature that you can see within 30 feet of you, this creature must make a charisma saving throw versus your spell save DC. On a success, nothing happens, on a failure, name a single expendable ability that you know they possess (a spell, a long/short rest ability, a limited-use innate ability, such as legendary resistances) you become able to use this ability once, and make it impossible for them to use it. If the selected ability is a spell, you gain the capacity to cast it as a druid spell, and they must remove the spell from their spell list, however, no spell slots are exchanged. This feature lasts until either you or the targeted creature take a long rest. This ability may be used once per long rest.
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