Circle of the City (Everybody Games)

While most druids scoff at the notion of something as civilized as a settlement being part of nature, druids of the Circle of the City understand that all life, including people, are part of nature. This makes a sprawling city as much a part of nature’s mysteries as an insectile hive or an ursine den and deserving of equal reverence and respect. Urban druids, as members of the Circle of the City are called, see city folk as their charges and seek to protect them from those who would oppress them or otherwise ruin the wonders of the so-called urban jungle. Rather than identifying with aristocrats or nobles who live above city life, urban druids consort with street urchins, homeless people, stray animals, and others for whom survival on the streets is a very real reality.

Urban druids become adventurers primarily to protect urban areas from harm, especially at the hands of the lavishly rich and wealthy. They follow winding roads and shadowed allies, convinced that the will of the city will always bring them to where they’re needed most.

Druid Level Feature
2nd City Slicker, Urban Animal, Urban Magic
6th Sneak Attack, Urban Stride
10th Portal Hopper
14th Civilization’s Shadow

City Slicker

When you choose this circle at 2nd level, you gain proficiency with Dexterity saving throws, thieves’ tools, and three skills from among the following: Acrobatics, Athletics, History, Persuasion, Sleight of Hand, or Stealth. In addition, you can wear armor and use shields made from metal if you want to.

Urban Animal

Starting at 2nd level, you can use Wild Shape to transform into a humanoid 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 humanoid with a challenge rating as high as your druid level divided by 3, rounded down.

While you are transformed, the following rules apply instead of the rules outlined by the Beast shapes feature.

  • Your game statistics are largely unchanged. You gain the skill and saving throw proficiencies of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you retain your Hit Points and Hit Dice. If you drop to 0 Hit Points, you revert to your normal form.
  • You can cast spells, speak, and take actions normally provided your humanoid form is capable of taking those actions. If it isn’t, you can’t cast spells and your ability to speak and take actions is limited as described by the Beast Shape feature. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and use them if the new form is capable of doing so. However, you can’t use any of your race’s special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Urban Magic

At 2nd level, your druidic magic adjusts itself to function within the boundaries of a city rather than the natural world.

Any druid spell you cast that has a natural aesthetic adjusts to reflect your mastery over urban magic. For example, an urban druid who casts barkskin might cause the target’s skin to gain a texture akin to cobblestone in the local aesthetic instead of bark, while spike growth might cause iron pikes akin to those used for making fences to jut from the ground. The GM is the final arbiter of how such spells are affected, and with the exception of three specific spells (see below), these changes shouldn’t alter the effects of such spells in any fashion, nor should they allow you to cast spells that target plants on other targets; for example, the Urban Magic feature doesn’t let you cast plant growth on an iron fence.

Sneak Attack

Starting at 6th level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon or an unarmed strike (including that of a beast or humanoid form you assume with Beast Shapes).

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of extra damage increases to 2d6 at 10th level and 3d6 at 14th level.

Urban Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. Anyone attempting to track you within a city or a similarly urban environment has disadvantage on their Wisdom (Survival) check, and you have advantage on Acrobatics and Athletics checks to escape from a grapple and Dexterity saving throws against traps and any urban hazards you encounter, such as falling barrels.

Portal Hopper

At 10th level, you can utilize your druidic magic to quickly move about town. You can use an action to expend a 5th-level druid spell slot to cast tree stride, or a 6th-level druid spell slot to cast transport via plants, but with the following modifications. Except as noted here, these spells work as noted in their descriptions.

  • Tree Stride. You enter an alleyway, a door, or a window and exit from another alleyway, door, or window within 500 feet that’s within the same settlement. You must use 5 feet of movement to enter an alleyway, door, or window and you instantly know the location of all other entrances of the same kind (alleyways, doors, or windows) within 500 feet, and, as part of the move used to enter the portal, can step into or out of the one of those entrances. You appear in a spot of your choice within 5 feet of the entrance you exited from.
  • Transport via Plants. This spell creates a magical link between a Large or larger doorway within range and another doorway, at any distance, on the same plane of existence. You must have seen or touched the destination doorway at least once before. For the duration, any creature can step into the target doorway and exit from the destination doorway by using 5 feet of movement.

Civilization’s Shadow

At 14th level, you can vanish from sight without trace. You can cast invisibility without expending a spell slot or requiring material components. While you’re invisible, you gain a fly speed of 30 feet.

Section 15: Copyright Notice

5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.

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