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Circle of the City

Most druids usually find themselves drawn to the wilderness of nature, but that is not the case for all. Some instead seek the companionship of other people and join them in civilized living within urban settlements. Here, these druids find joy in the little things, helping a flower grow from between the cobblestones, or treating a draft horse of a limp gait. These druids are not common and their natural powers is not something they speak highly about. Instead, they serve as still guardians of their cities, quietly assisting where they are able.

Circle of the City Features
Druid Level Feature
2nd Steady Living, Odd Jobs
6th Observant Learner
10th Sprout Through Rock
14th Phase Through Stone Steady Living

When choosing this Circle at 2nd level, your life amongst civilized peoples means you have learned to pick up skills and tricks where you can. You gain proficiency with the poisoner’s kit, one set of tools of your choice, and you are able to use armor made of metal.

Odd Jobs Also at 2nd level, you know how to find work, as well as information about work. You have advantage on Charisma checks when talking to people about local rumors and possible jobs. This extends to knowing the worth of a job well done. You have advantage on Charisma checks in relation to haggling for prices of items or payout for a job, and on Insight checks to see if someone is trying to cheat you regarding prices and pay.

Observant Learner

Starting at 6th level, you begin to pick things up from observing the people around you, and it shows in your spellcasting. You may choose one spell from the sorcerer spell list and add it to your druid spell list. This spell is always prepared and does not count against the number of spells you can prepare each day. You expend a spell slot when casting the spell, and it is considered a druid spell for you. The chosen spell must be of a level for which you have spell slots.

You learn an additional sorcerer spell in this manner at 10th, 14th and 18th level. When you learn a new spell using this feature, you may switch out a previously learned spell with a new spell from the sorcerer spell list. Otherwise, you cannot switch the spells you learn through this feature.

Sprout Through Rock

At 10th level, you can use an action to drop a seed on the ground and will it to sprout roots. The plant drives downward, pushing rocks and earth aside. As long as you maintain concentration, as if concentrating on a spell, the roots from the seed can move large amounts of heavy material, such as mounds of earth or sections of rock. The roots cannot move anything heavier than a 1000 pounds, and it can only move it 5 feet per turn. This feature last for 10 minutes or until you lose concentration, at which point, the roots will dry up and solidify, holding whatever it was tasked with moving in place.

In this state, the roots have an AC equal to your druid spell 72 save DC. The roots will be able to hold the weight of what it moved without breaking, but one successful attack that deals fire damage will break the roots.

Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.

Phase Through Stone

Beginning at 14th level, you can become one with solid stone, brick, or rock. As an action, you may step into a piece of stone large enough to contain your body, such as a wall or a mountain side, and disappear into it. You instantly get a sense of nearby structures, including caves, tunnels, buildings, and living creatures if they are within 1000 feet of your position.

As part of this action, you may glide further into the stone to a range of 100 feet. If at the end of your turn you are still within the stone, you will be pushed back out, reappearing within 5 feet of the location where you first entered.

Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen