Base Class: Druid
Though many druids shun the industrialisation of their natural habitats, Circle of the City druids welcome civilisation and modernisation of the land. These druids welcome the concrete jungle laid before them and have acclimated themselves to the hustle and bustle of city life.
City's Protection
When you choose this circle at 2nd level, your attunement with city materials means you gain proficiency with heavy armour and your armour and shield options are no longer limited by material.
In addition, when you Wild Shape your armour changes with you such that you can continue to wear it in your new form even if it would not ordinarily be able to be worn by a creature of that form. You gain a +2 bonus to your AC if you are wearing armour when you Wild Shape. (Any bonus the armour itself would give you still does not apply). You can also communicate normally while Wild Shaped as you've become accustomed to busy city life and not even inability to do so will stop you being a social butterfly.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
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At 3rd level you get nothing. D&D Beyond bases the level requirements off Circle of the Land so you can't publish without a 3rd level feature even though literally no other druid subclass has a 3rd level feature.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Concrete Jungle
Starting at 6th level, your knowledge of structures and the patterns of industrialisation allows you to use the city's cover to your advantage. When in a built-up area or manmade structure, half cover counts as three-quarters cover and three-quarters cover counts as full cover for you. You also gain advantage on investigation and survival checks used to navigate or track creatures on city streets.
Man-made Forests
At 10th level, the confines of the city are as natural to you as untouched woods. For spells you cast which usually require natural terrain (such as commune with nature and hallucinatory terrain) you can now cast in cities as well. (DM's discretion as to what extent this applies to - for example a lamppost may count as a tree for spells such as tree stride)
Walled Haven
Starting at 14th level, you can create a safe haven for you and your allies drawing on the protection of city walls. As an action, you can create a stone-brick wall around you in a 30ft. radius. There is one entrance in and out of this wall in a place of your choosing. Creatures of your choice can enter and leave this area freely while other creatures must succeed on a Wisdom Saving throw against your Druid spell save DC or be turned away by the walls. Creatures within the confines of this area benefit from having full cover and all creatures within this area are able to communicate with and understand one another regardless of language and intelligence score. You must concentrate on this as if concentrating on a spell.
The walls have an AC of 20 and hp equal to your hp maximum.
This walled sanctuary lasts for 1 hour, or until either it is destroyed, you leave the area or you dismiss it as an action. You cannot use this feature again until you complete a long rest.
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