Druid
Base Class: Druid

The Circle of Civilization druids are specialized druids who are able to adapt to the densely packed environments of an high populated area. They have made their home in a city, town, or other urban setting and learned the inner workings of it. They are able to move through the streets with ease and call upon the local vermin to their aid.

Tricks of the Trade

When you choose this circle at 2nd level, you gain proficiency in two skills or tools from the following list.

Skills: Acrobatics, Animal Handling, Athletics, investigation, Stealth

Tools: Thieves' tools, Disguise kit, Forgery kit, One type of gaming set

Additionally, you learn to cast the catapult spell. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.

Urban Allies

Starting a 2nd level, you gain the ability to call upon the beasts of the city to your aid. As an action, you can expend a use of your Wild Shape feature to call forth a swarm of vermin or birds, rather than transforming into a beast form. The swarms last for 10 minutes, or until you lose your concentration (as if you were concentrating on a spell). The beasts turn into the form of a Swarm of Ravens or a Swarm of Rats.

In combat, the swarm acts during your turn. It can move on its own, but the only action it takes is the Dodge action, unless you take an action or a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.

At 6th level, the damage from your swarm's natural weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage

Circle Spells

Your connection to civilization infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Civilization Spells table.

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.

Circle of Civilization
Druid Level Spells

3rd

animal messenger, knock

5th

blink, sending

7th

dimension door, locate creature

9th

passwall, telekinesis

Blending into the Crowd

You have become adept at maneuvering through crowds like a leaf in the wind.  Starting at 6th level, you can move through a hostile creature's space regardless of their size. You no longer treat moving through a nonhostile creature's as difficult terrain.

In addition, you can attempt to hide if you are surrounded by 3 or more nonhostile creatures who are your size or larger

Swarm Protection

When you reach 10th level, you can use your swarms created by Urban Allies to protect others. When using the Urban Allies feature, you may have the swarm occupy the same space of a nonhostile creature size Medium or smaller. The swam moves with the creature and gains the following benefits:

  • If the creature provokes an opportunity attack, the swam becomes the target of the attack.
  • If the creature is hit by an attack, you can use your reaction to add +2 to their AC.
  • The creature has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained

Crowd Control

When you reach 14th level, you have gained the ability to manipulate your spell to only affect your intended targets. Whenever your cast one of your druid spells that affects an area, you can choose what creatures and objects in the area are unaffected by the spell. If the spell's duration is longer than Instantaneous, then the specified creatures have resistance to damage and advantage on saving throws against the spell.

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