Base Class: Druid
Often mistaken for vagabonds and beggars, Urban Druids, also known as Druids of the Metropolis have begun to tap into the forces of nature that exist withing sprawling urban jungles and deteriorating gutters and shanty towns.
Urban Scavenger
Starting at 2nd level, Whenever you Wild Shape into a creature of tiny size it does not consume a usage of your wild shape feature. While the size of a tiny creature you gain advantage to perception skill checks.
Circle Spells
| Druid Level | spells |
|---|---|
| 3rd | Shatter, Knock |
|
5th |
Clairvoyance, Thunder Step |
|
7th |
Faithful Hound, Fabricate |
|
9th |
Telekinesis, Animate Objects |
Urban Tinkerer
Survivng the city is more than just knowing where to find food, its about how to use tools and man made creations to your advantage. Starting at the 6th level you gain proficiency with any tool set. You gain another proficiency at the 10th and 14th level.
Something from Nothing
Starting at the 10th level you learn to make do with what little you have to work with. You may reroll any 1s or 2s on any damage dice. You must keep the new roll. In addition, once per short rest you may choose to automatically pass a failed saving throw.
Master of Urban Warfare
When you reach 14th level, The smallest of creatures aid you in combat. As a bonus action you may call upon the small pests of the area to aid you in combat. You can use this ability a number of times equal to half your Druid level per long rest. It can be used while in Wild Shape. The pests can perform the following abilities:
Pest Abilities:
Pester: The pests distract and bother a target creature within 30ft of you causing it to have disadvantage on attack rolls and saving throws until the end of its next turn.
Swarm: The pests swarm and bite a target creature dealing 1d6 piercing damage per 2 Druid levels rounded down.
Scout: The pests spread out over a 60ft area around you giving you advantage on perception checks for up to 1 hour for attempting to spot creatures in the area. If you make the pests use another ability this effect ends. Also grants you advantage on your next attack roll when in combat.
Alarm: The pests disperse in a large area creating a net work of sorts for up to 8 hours up to a 120ft area. While this is going on you cannot be surprised and you have advantage on saving throws. This bonus is lost if the pests use another ability.
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