Druid
Base Class: Druid

Unlike other circles, the Circle of the Concrete Jungle is rarely chosen. It is a path of necessity, forged by those who have learned the rules of darkest of the civilization and adapted them into tools for survival. These druids understand the predatory nature of civlizide life, where every move must balance the needs of the individual with the demands of the collective and learnt to exploit it. They see the city as an ecosystem of its own, one where expansion and consumption mirror the primal forces of nature.
To the naked eye, their methods may seem harsh or even ruthless, but these druids know that the struggle for survival in the "man eats man" world is no different from the endless competition found in the wild. The Circle of the Concrete Jungle is natures way of reflecting civilizations most primal truths.

Welcome to the jungle.

 

Level 3: Survival of the Fitests

When you choose this subclass, you learn to use the noises of the city as your weapon. You gain the spells Booming Blade and Expeditious Retreat as prepared spells. Additionally, you can cast Expeditious Retreat without expending a spell slot. You do so a number of times equal to your Wisdom modifier (minimum of once), and all expended uses are regained after a long rest.

You also learn new Wild Shape forms inspired by city dwelling creatures, unlocking more as you gain Druid levels. These forms do not count against your maximum number of Wild Shape forms:

  • Level 3: Cockroach (gains fly speed at level 8)
  • Level 4: Alligator
  • Level 8: Pigeon

Additionally, you gain proficiency with whips and can use crowbars, iron pipes, and chains as weapons, which have the following properties:

  • Crowbars: Function as clubs
  • Iron pipes: Function as quarterstaffs
  • Chains: Function as whips

These weapons are considered to have a value above 1 sp for spell interactions, and all the listed weapons can be targeted by the Shillelagh cantrip.

Level 3: Shaped by Society

When in a city or any social structure be it a kingdom, village, or tribe you can expend a use of Wild Shape to attune to the energy of that society, gaining insight into its location, people, or history. These shapes last for 1 hour and only provide their benefits while you remain within the chosen social structure. You can activate more than one shape simultaneously, but each shape requires the use of a Wild Shape charge. It ends early if you dismiss it (no action required), or have the Incapacitated condition.

Whenever you assume a shape of society form choose which of the following insights you want to gain; your choice gives you certain benefits while in the form.

Dark Dealer: You know how to communicate with the lowest of society, striking deals or bending others to your will. While in this shape, you can use your Wisdom modifier in place of your Charisma modifier when making Deception, Intimidation, Persuasion, or Performance ability checks.

Street Strider: You understand how to navigate and stay inconspicuous in urban environments. While in this shape, you can use your Wisdom modifier in place of your Strength or Dexterity modifier when making Athletics, Acrobatics, Sleight of Hand, or Stealth ability checks.

Secrets in Concrete: You grasp the culture, customs, and beliefs of a society, as well as noticing when something feels out of place. While in this shape, you can use your Wisdom modifier in place of your Intelligence modifier when making History, Religion, or Investigation ability checks. 

Level 6: Violent Eviorement Form

At 6th level, as a bonus action, you can expend a use of your Wild Shape feature to assume a Violent Environment Form instead of shape-shifting. While in your Violent Environment Form, you retain your game statistics. You can only have one Violent Environment Form active at a time. The form lasts for 10 minutes or until you dismiss it (no action required), become incapacitated , or use this feature again. While in this form, you can still use your Wild Shape and Shaped by Society features. Whenever you assume your Violent Environment Form, choose one of the following Phenomena Aspects to embody. Your choice grants you specific benefits for the duration of the form:

  • Noise Pollution: You begin emitting the constant, chaotic sounds of city life, mixed with the cries and screams of its population, creating a field of auditory chaos in aura in a 15 foot emanation that originates from you, if you choose Potent Spellcasting as your Elemental Fury feature at 7th level the range increases to 20 foot emanation and to 25 foot at 15th level. Creatures relying on blindsight or tremorsense must succeed on an Investigation check against your druid spellcasting DC to pinpoint anything within the area. On a failure, creatures inside are considered invisible to their blindsight and tremorsense. While you are in this form you can use the Resonating Harm abilitiy.
    Resonating Harm: Immediatly after you take this form, you may target one creature within range of the emanation, sending harmful sound waves through its body. The target must succeed on an Intelligence saving throw against your druid spellcasting DC or gain the Resonating condition until the start of your next turn. A creature affected with Resonating takes 2d6 thunder damage whenever it uses a reaction, the damage increase to 3d6 at 12th level and to 4d6 at 17th level. You can use the resonating effect again as a bonus action on subsequent turns.

  • Dense Smog: A dense, fetid purple smog begins to envelop you, embodying the pollution and diseases that spread with the growth of civilization. While in this form, when an enemy ends its turn within 5 feet of you, you can use your reaction to move up to 15 feet. This movement does provoke opportunity attacks. Additionally, if you dont have  have any temporary hit point, it you gain temporary hit points equal to your two times you Wisdom modifier. These temporary hit points fade after you finish this movement. When you use your reaction to move, you can choose to expend a spell slot to use the ability Smog Wave.
    Smog Wave: When you use the reaction of this form to move alway, before you move, all creatures of your choice within 5 feet, (10 feet if you choose Potent Spellcasting as your Elemental Fury feature at 7th level and 15 feet at 15th level), of you must make a Constitution saving throw against your druid spell save DC. On a failed save, creatures take poison damage equal to 4d4 per level of the spell slot expended, and gain the poisoned condition, on a successful save, creatures take half damage and do not gain the poisoned condition. Affected targets can repeat the saving throw at the end of their turn to remove the condition.

  • Live Wire: A surge of energy courses through your body, embodying the rush and flow of a city's daily rush, the same energy taken from those at the bottom of society. While in this form, your walking speed increases by 10 feet, and you can use the Ride the Lightning ability.
    Ride the Lightning: As an action, you can expend a spell slot to move up to the remainder of your movement for the turn in a straight line. During this movement, you can make a spell melee attack against all creatures of your choice in your path using your Wisdom modifier. The damage dealt is 3d6 + 1d6 per level of the spell slot expended lightning damage, plus the Primal Strike damage if you choose that your Elemental Fury feature at 7th level. This movement does not provoke opportunity attacks and ends when you reach the end of your movement or encounter an obstacles.

Level 10: Adapt or Perish

You have learned and evolved with the teachings of your circle. Starting at 10th level, you can now Wild Shape into the forms of a cockroach, dog, cat, giant rat, alligator, or pigeon (as long as you know them) without expending a Wild Shape charge. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). These uses refresh after a long rest. When using a Shape of Society feature, you can activate two shapes simultaneously while expending only one Wild Shape charge.

Level 14: Walking Disaster

You embody the worst aspects of civilizations nature, its relentless expansion and devastation consuming life and environments in the name of survival, transforming land into a concrete jungle. At the 14th level, you can have more than one Violent Environment form active simultaneously, you still have to use a Wild Shape charge for each form, and each form gains additional abilities

  • Riot: When in the Noise Pollution form you gain resistance to thunder damage. When you enter this form, choose up to 5 allies within range of your auditory field, their speed increases by 5 feet for the duration. Targets affected by Resonating have a reduction equal to your Wisdom modifier in their Wisdom, Intelligence, Charisma, and Concentration saving throws.
  • Fallout: When in the Dense Smog form you gain resistance to poison damage, and +2 bonus to your Armor Class (AC). Enemies that fail the saving throw against the Smog Wave also gain the  blinded condition.
  • Blackout: When in the Live Wire form you gain resistance to lightning damage, and an additional 5 feet increase to your speed, for a total of +15 feet. You can move along vertical surfaces and across liquids during your turn without falling, leaving your hands free. (You will still fall if you end your turn on these surfaces.) Targets hit by the spell melee attack of Ride the Lightning must make a Constitution saving throw (DC = your Wisdom modifier + Proficiency bonus + 7 + the spell slot level used). On a failed save, the target becomes restrained untill the start of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2025 5:48:57 PM
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AKI.Workshop ver.1
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