Base Class: Druid
The city lives; it has a pulse. Its skin is of walls and towering stone structures, its breath of chimneys and rivers. While the city exists, it lives in harmony with its people, a delicate balance mediated by the urban druids. These urban druids belong to the Circle of the City and are a direct antithesis to the conventional idea of a druid; whereas a normal druid lives among majestic forests or breathtaking mountains and dresses in the greenery of the forest, an urban druid wears unassuming clothes and wanders the back alleys of a well-trodden city.
But their powers are not to be underestimated. Druids of this circle can channel their natural powers to twist the streets into knots, uproot towers, and animate the cobblestones. Their charge might be unorthodox, but their authority over the cityscape matches any other druid’s power over the forest.
Level 3: Urban Arcana
Beginning when you choose this circle at 2nd level, your druid spells lose the aesthetic trappings of nature and instead appear inspired by the jungles of buildings, columns, and cobblestones. For example, entangle and spike growth might cause growths of metal wires and twisting pipes. Barkskin might grant you the appearance of pitted iron or brick. Additionally, you can wear armor and wield shields made of metal.
Commercial District
| Druid Level | Circle Spells |
|---|---|
| 3 | Detect Thoughts, Suggestion |
| 5 | Clairvoyance, Sending |
| 7 | Arcane Eye, [Tooltip Not Found] |
| 9 | Mislead, Geas |
Industrial Sector
| Druid Level | Circle Spells |
|---|---|
| 3 | Heat Metal, Knock |
| 5 | Glyph of Warding, Protection from Energy |
| 7 | Fabricate, Stone Shape |
| 9 | Wall of Stone, Animate Objects |
Residential Quarter
| Druid Level | Circle Spells |
|---|---|
| 3 | Mirror Image, Lesser Restoration |
| 5 | Daylight, Haste |
| 7 | Freedom of Movement, Stoneskin |
| 9 | Dream, Greater Restoration |
The Underbelly
| Druid Level | Circle Spells |
|---|---|
| 3 | Invisibility, Spider Climb |
| 5 | Nondetection, Leomund's Tiny Hut |
| 7 | Greater Invisibility, Hallucinatory Terrain |
| 9 | Cloudkill, Seeming |
Level 3: Street Talk
At 2nd level, you have advantage on Intelligence (Investigation) checks to gather rumors or find a creature or location within an urban environment.
Additionally, you learn Thieves’ Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Level 3: Alley Advantage
As an action, you can expend a use of your Wild Shape feature to call on the city's hidden strength, granting you two distinct actions: Alley Advantage: Disruption or Alley Advantage: Protection. You can only use one of these actions per turn.
- Alley Advantage: Disruption
- You manipulate a sudden flurry of street debris—loose bricks, sharp wires, or gusts of abrasive dust—to assault a foe. Choose one creature you can see within 30 feet of you. That creature must succeed on a Dexterity saving throw against your spell save DC or take 2d6 bludgeoning damage. The damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 14th level in this class.
- Alley Advantage: Protection
- You quickly raise a temporary shield of stone dust or redirect steam from a nearby vent to shield an ally. Choose one creature you can see within 30 feet of you. That creature regains 2d6 hit points. The healing increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 14th level in this class.
Level 3: City Shape
Starting at 3rd level, as an action, you can expend a use of your Wild Shape feature to warp the city around you. Choose one of the following effects:
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COBBLESHIFT: You magically manipulate the components of a constructed floor—bricks, cobblestones, planks, and similar objects—within 60 feet. Each component can move up to 1 foot and doesn't cause instabilities in their structures. When you use this effect, you can cause any sections of floor that you choose within the area to become difficult terrain, and can cause any creature standing in one of those sections to make a Dexterity saving throw against your spell save DC, or fall prone. You are unaffected by this difficult terrain.
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Additionally, you can use your action on each of your turns to raise up to three low walls from the floor, each 2 and 1/2 feet high, 5 feet wide, and 1 foot thick. Such a wall can generally provide half cover for a Medium creature. These walls provide no instability in surrounding structures.
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This ability lasts for 1 minute. After this time, all components and walls magically revert to their original positions.
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PASSWALL: You cast the spell passwall without expending a spell slot or material components.
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WALL WARP: A wall that you can see within 30 feet magically shifts, grows, shrinks, or rotates. This wall must be a contiguous surface without corners, at most 1 foot thick, and must be either made out of wood, plaster, or stone, or not be naturally occurring. The wall must remain vertical, but you can move it into any position you choose within a 60-foot radius of its previous position. Its new position can't include spaces occupied by creatures or objects. If you cause the wall to grow or shrink, you can only change its dimensions vertically. Those changes to the wall create no instability in their structures. After 1 minute, the wall reverts to its original size and position.
Level 6: Whisper of Walls
Beginning at 6th level, the walls speak to you in a quiet tremor. You can use your action to touch a constructed part of a building, such as a wall, pillar, ceiling, or floor. You learn how many Humanoid creatures are within that building and how many are within each room. If there are more than fifty Humanoids in a building, you only detect the closest fifty.
Level 10: Urban Resilience
Starting at 10th level, the city fortifies your spirit and body. You are immune to the Poisoned condition.
Additionally, you have resistance to a damage type associated with your current ward choice in the Urban Arcana feature, as shown in the Urban Resilience table.
| Ward Type | Resistance |
|---|---|
| Industrial Sector | Fire |
| Commerical District | Lightning |
| Residential Quarter | Thunder |
| The Underbelly | Acid |
Commercial District
You have Resistance to Lightning damage.
Industrial Sector
You have Resistance to Fire damage.
Residential Quarter
You have Resistance to Thunder damage.
The Underbelly
You have Resistance to Acid damage.
Level 14: Twisting Architecture
By 14th level, you command total mastery of the city's architecture, warping it to any shape you might imagine. You can expend two uses of your Wild Shape feature to activate any and all effects of your City Shape ability all at once.
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Additionally, when you use your City Shape feature, you can warp the gravity along any surfaces you choose within a 60-foot radius. For the next minute, creatures and objects within 15 feet of one of these surfaces fall toward it as if it were the ground. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. At the end of this duration, all creatures and objects fall from the affected surfaces.
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