Base Class: Druid
A city can seem like the antithesis of the untouched, isolated wilderness usually associated with druids. However, even the greatest cities are full of life. Wildflowers grow in the gaps between cobblestones, birds swoop between towering buildings, and hidden creatures scurry through sewers, gutters and alleyways. Druids who belong to the Circle of the City believe this life is just as sacred as the plants and animals of the far-flung wilds, and just as worthy of protection.
The Circle of the City are more adept at navigating the complex social ecosystems their urban homes than their brethren. They might use their wild shapes to leap through windows, clamber into drains and flutter onto rooftops. To these druids, the city and its myriad denizens are just as vicious, chaotic and splendid as the creatures of the wilds.
Talk of the Town
In the city you meet people from across the world, or even across the planes. You learn Sylvan and two additional languages of your choice. If you already know Sylvan, you learn a third language of your choice instead.
Spell Versatility
Starting at 2nd level, you can draw on the latent magic of the city to swap some of your prepared spells. During a short rest, you can choose some of your prepared spells and replace them with spells of equal or lower level from your spell list. The spells can have a combined level that is equal to or less than half your druid level (rounded up), and none of the spells 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 swap out two levels worth of spells. You can replace a 2nd-level spell with a different 2nd- or 1st-level spell, or replace two 1st-level spells with different 1st-level spells.
City 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.
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 |
Streetwise
Starting at 6th level, your worldly experience makes you more convincing in conversation. Whenever you make a Charisma (Persuasion) or Charisma (Deception) check, you gain a bonus to the check equal to your Wisdom modifier.
Urban Refuge
When you reach 10th level, you become more adept at taking shelter in landscape of the city. If you have half cover you count as having three-quarters cover (+5 bonus to AC and Dexterity saving throws.) If you have three-quarters cover, you count as having total cover (you can't be directly targeted by an attack or spell.)
Walled Garden
As an action, you touch a point and conjure a leafy garden sanctuary. The area of the garden is a sphere with radius up to 100 feet. From outside the sphere, the area does not look any different than it did before.
Only beasts and plants may freely enter the area. You may permit other creatures to enter the garden(no action required by you).
Animals and plants sense the protection offered by your spell. Choose one of the following options for what appears inside the garden.
- Two beasts or plants of challenge rating 2 or lower
- Four beasts or plants of challenge rating 1 or lower
- Eight beasts or plants of challenge rating 1/2 or lower
Any beasts or plants in the garden with no Intelligence score or an Intelligence of 3 or less gain an Intelligence of 10, and are friendly to you and your allies. All creatures in the garden can communicate with any other creature in the garden, even if they don't share a common language.
Delicious fruit and nuts grow from the magical foliage of the garden. Eating these restore 1 hit point, and provide enough nourishment to sustain a creature for one day. The fruit lose their potency if they have not been consumed within 24 hours of the garden’s creation.
When you use wild shape inside the garden, you can also allow a number of friendly creatures to wild shape into the same beast as you. These creatures can choose not to wild shape. The maximum number of creatures you can allow to wild shape is equal to half your Druid level (rounded down.)
All creatures inside the garden have half cover.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/7/2021 5:22:40 AM
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Posted Jul 17, 2023I would suggest a buff for Walled Garden. It is my favorite feature! But it could be interesting having another option for using the garden. The druid could freely manipulate plants (and maybe other elements of the nature) in the garden, maybe creating a Wrath of Nature or Druid Grove effect in the area, or something less op, like casting spike growth without using a spell slot once per turn or giving any friendly creature in the area a free use of druidcraft. To balance ( just a little bit) this buff, the area will be visible, appearing as a green fog-like dome. But, to maintain a maybe stealthy use, instead of the previous effects, every creature would gain a +5 to stealth and they cannot be tracked by any magical or nonmagical means, withous the disavantage of the dome being distinguishable. But again, i loved you subclass, congratulations!
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Posted Jul 11, 2023Wow! That´s such a great subclass!