Druid
Base Class: Druid

Even within the manufactured thrum of city life, there is a delicate balance between the artificial and the natural. As a member of the Circle of the Concrete Jungle, you have a duty to maintain that balance, just as the druids of old would maintain the balance between civilisation and the wild; however, you do not shun technological advancement, believing that everything, even the iron and lightning of the new metal world, can be sourced back to nature.

Streetwise

When you choose this circle at 2nd level, your understanding of the city and its inner workings grow. You gain proficiency in Investigation, and you have advantage on Intelligence (Investigation) checks you make to find people or places within a city. In addition, you do not follow the restriction of not using metal weapons and armour.

City Step

By 2nd level, you have adapted to the motion and tumult of the city. You have advantage on saving throws against being moved against your will or knocked prone, you ignore nonmagical difficult terrain made of concrete, rocks, and similar material, and you can move through crowds as if they were normal terrain. In addition, you can move through a hostile creature’s space as long as they are your size or larger.

Circle Spells

Your urban origin grants you access to certain spells. At 2nd level, you learn the Mending cantrip. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of the Concrete Jungle table. Once you gain access to one of those spells, 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.

Concrete Jungle Spells
Druid Level Spells

3rd

immovable Object, Locate Object

5th

Meld Into Stone, Sending

7th

Locate Creature, Stone Shape

9th

Commune with City (MM), Wall of Stone

Alley Fighter

Like a cornered animal, you fight best with your back against the wall. Starting at 6th level, you have developed techniques to better suit you in alleyway brawls. You can treat half cover as three-quarters cover. In addition, whenever there are two or more hostile creatures within 5 feet of you, you can take the Dodge or Disengage action as a bonus action, and you gain a +1 bonus to melee weapon attack and damage rolls you make.

Urban Wild Shape

At 10th level, your Wild Shape extends to the artificial creations of the city. When you use Wild Shape, you can choose to turn into a construct instead of a beast. If you do so, you must still abide by all restrictions. In addition, you can expend two uses of Wild Shape to transform into a stone defender. If you do, you only gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine, rather than the stone defender’s normal immunity.

Urban Heart

When you reach 14th level, your heart and soul have become one with the city. You can’t be blinded, deafened, petrified, or poisoned, and you have proficiency in Constitution saving throws.

Comments

Posts Quoted:
Reply
Clear All Quotes