Druid
Base Class: Druid

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. As technology has soared, these city sages have embraced nature's newest domain through a written tradition in the world's cities, towns, and metropolises. Acknowledging the druidic traditionalism of natural devotion, many city priests will prompt their acolytes to make a pilgrimage to a specific place of nature and/or explore the vast world around them. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites: the urban jungle.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. As a City druid, you are always able to find a place of solitude for you to meditate. This may be within a storehouse, sewer entrance, or secluded park, but you still find peace with your surroundings. 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 land 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 land where you became a druid. Choose that land — arctic, city, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

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.

City
Druid Level Spells

3rd

knock, blur

5th

erupting earth, meld into stone

7th

freedom of movement, stoneskin

9th

insect plague, contagion 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain and dense crowds costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant 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.

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