Base Class: Druid
Urban druids value untrammeled nature less than typical druids, instead finding themselves most at home in bustling towns and cities. They bond not only with the small animals that live there, but with the people as well. They tend to be highly gregarious and skilled conversationalists.
Good urban druids are usually involved in charities that tend to the poor or abandoned animals. Lawful urban druids often try to influence or even join city governments to shape the city to more their ideal. Chaotic urban druids might be a patron of the arts, while evil urban druids tend to become prominent members of the underworld.
City Magic
At 2nd level, urban druids' magic stems more from devotion and attunement to the people and communities around them rather than a connection to unspoiled wilderness. You may use Charisma instead of Wisdom as your spellcasting ability and may add your Charisma modifier instead of your Wisdom modifier to your Wisdom saving throws.
Conjure Model City
Starting at 2nd level, you gain the ability to create model cities that empower those who study them.
As an action, you can magically conjure in a space adjacent to you an amazingly realistic and accurate model of a prominent and thriving city. The city must be renowned for either its military prowess or for serving as a center of commerce, culture, education, or religion.
The model lasts for 10 minutes. Any creature of your choice that spends 1 minute focusing on it gains a benefit depending on the type of city it depicts. The benefit lasts until you finish a short or long rest. Once you use this feature, you can't use it again until you finish a short or long rest.
Military City. The model of a city famous for war bestows increased hardiness. Creatures that study it gain temporary hit points equal to 5 + your druid level.
Center of Commerce. The model of a city famous for commerce grants heightened business acumen. Creatures that study it add a d4 to any ability checks that deal with buying, selling, or trading goods or services.
Center of Culture. The model of a city famous for culture imparts an understanding of that culture. Creatures that study it gain the ability to read, speak, and write any language(s) commonly known there. In addition, when they speak such a language, they sound like they are from that city. Finally, creatures have advantage on any Performance checks related to the culture(s) prominent in that city.
Center of Education. The model of a city famous for its educational institutions gifts knowledge. Creatures that study it add a d4 to any Intelligence (Arcana), (History), (Nature), or (Religion) check.
Center of Religion. The model of a city famous for its holiness gives the power to combat the enemies of the divine. Creatures that study it have advantage on Wisdom (Survival) checks to track Celestials, Fiends, and Undead, as well as on Intelligence checks to recall information about them. Creatures that are actively tracking one of these creature types cannot be surprised by any creatures of that type. Creatures can only be tracking one type of creature at a time. Finally, creatures that fail a saving throw against an ability of a Celestial, Fiend, or Undead or any spell cast by them can once add a +1 bonus to the save.
Urbanite Extraordinaire
At 6th level, you thrive in cities. You have advantage on any Intelligence (History) checks relating to cities, any Intelligence checks made to find or guess the location of a particular place in a city, any Strength (Athletics) checks made to climb a building or man-made structure, and any Dexterity (Acrobatics) checks to maneuver in an urban environment, such as weaving through crowds or balancing on a balcony railing.
In addition, you gain proficiency in your choice of either Deception, Intimidation, Insight, Persuasion, or Performance.
Zeitgeist Power
At 10th level, you can gain energy from understanding a city. When you spend at least 1 minute discussing with someone from an urban area either that area's strengths and hopes or problems and fears, you gain respectively a positive or negative zeitgeist die. You can have a number of zeitgeist dice equal to your druid level, and if not expended, they remain for 1 year.
When you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage by expending a positive zeitgeist die or disadvantage by expending a negative zeitgeist die. You can wait until after the d20 is rolled before deciding to use the zeitgeist die, but must decide before the DM says whether the roll succeeds or fails.
Once you expend a zeitgeist die, you can't again until you finish a short or long rest.
In addition, you always have the spell Urban Communion (see below) prepared. It doesn't count against the limit on the number of spells you can prepare.
Urbis Maximus
At 14th level, you can truly embody a city. As a bonus action, you can expend two uses of Wild Shape at the same time to transform into the representation of a city famous for commerce, culture, education, religion, or war. This form has the statistics of an earth elemental with the following changes:
- Your attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
- Your type is Construct rather than Elemental.
- You lack vulnerability to thunder damage.
- You lack the Earth Glide feature. Instead, you have the Urban Glide feature. You can move or burrow through nonmagical, worked earth, stone, wood, and glass, and any other worked substance. While doing so, you don't disturb the material you move through.
- You can still speak, although you still cannot cast spells with verbal components until getting the 18th level Beast Shapes feature as normal, as the magic grants you only the power of communication.
In addition, while transformed, you have one more feature depending on the type of city that you represent.
Military City. You have additional hit points equal to your druid level. You might appear as a statue of a famous soldier or a walking fortress.
Center of Commerce. You cannot be charmed, frightened, or possessed by Humanoids. You might appear as a whirling pile of coins and valuables.
Center of Culture. You can read, speak, and write all languages. These forms embody the culture(s) of a particular city and thus range widely in appearance from a collection of theatrical masks to a walking amalgamation of the city's foods, but always have limbs that can manipulate fine objects.
Center of Education. Once, you can use a bonus action to gain knowledge about a creature you can see within 60 feet of you. You learn two of the following four pieces of information: what type of damage it is vulnerable to, what type of damage it is resistant and immune to, what conditions it is immune to, or what special senses it has. You might appear as an animate library.
Center of Religion. You cannot be charmed, frightened, or possessed by Celestials, Fiends, and Undead. You might appear as a stained glass drawing, a statue of the city's prime deity, or a mobile cathedral.
Once you use this feature, you can't again until you finish a short or long rest.
New Spell: Urban Communion
You briefly become one with the city around you and gain knowledge of the surrounding area. Above ground, the spell gives you knowledge of the urban area within 3 miles of you. In sewers and other man-made underground settings, the radius is limited to 300 feet. The spell doesn't function where construction does not exist.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water including wells and any sewers
- prevalent peoples
- powerful politicians, merchants, religious figures, celebrities, intellectuals, or crime lords
- influence from other cities, polities, or cultures
- buildings
- areas (although not necessarily specific locations, particularly for criminal activity) that serve as centers of government, commerce, religion, culture, learning, or criminal activity
For example, you could determine the identity of influential religious figures in the area, learn the location of entrances to any sewers, and know what outside influences act upon the city.
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