Base Class: Druid
Just as bees build hives and birds build colonies, humanoids build villages, towns and cities - nests of immense size and complexity, and home to many thousands of different species. While some druids care for distant mountain ranges and hidden forests, you care for the wildlife of the city - the grass growing between flagstones, the foxes living in waste ground, rats in the sewers and sparrows nesting in the eaves of buildings, the feral cats and abandoned dogs, donkeys pulling carts and and backyard chicken laying eggs.
Urban Explorer
You move through urban environments easily and rarely lose your way. You know the secret paths and the flows of the crowds, allowing you to lead your companions across cities - either quickly (advantage to any checks made to navigate cities or find locations within cities) or stealthily (stealth advantage to group rolls when moving between two points in the city region).
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the city
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Oppidian Attunement
You are so well attuned to urban life that your spells affect worked and natural materials in the same way - worked stone as natural rock, carved wood as trees. For example, you are able to disturb pavements and cobbled streets to produce difficult terrain through mold earth or spike growth, can commune with nature in cities as well as within natural spaces, you can summon grasping vines from cracks in masonry, conjure hallucinatory terrain which looks like urban terrain, or transport via plants using large urban plants, such as an ivy covered wall, privet hedge or a lawn of at least 15 sq ft.
City Ward
When you reach 10th level, you have advantage on saving throws against being charmed or frightened by humanoids or beasts, and you are immune to poison and disease.
Civil Sanctuary
When you reach 14th level, cityfolk sense your connection to the city and become hesitant to attack you. When a humanoid creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Previous Versions
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2/7/2021 1:15:07 PM
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