Circle of Civilization
Just as wolves have packs, birds have nests, and bees have hives, humanoids tend to gather in cities and towns, great nests of stone and metal. A druid of the Circle of Civilization, sometimes referred to as an "urban druid", does not see this as unnatural. Urban druids view modern forms of civilization as unique ecosystems of their own that require protection and guidance.
Circle Spells
Your knowledge of cities and the contrast between nature and civilization grants you access to certain spells. At 2nd level, you learn the Friends cantrip if you don't already know it.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Civilization Spells table. Once you gain access to one of these spells, 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 Spells
| Druid Level | Circle Spells |
|---|---|
| 3rd | Alter Self, Calm Emotions |
| 5th | Tongues, Meld into Stone |
| 7th | Fabricate, Mordenkainen's Private Sanctum |
| 9th | Seeming, Dominate Person |
Civic Integration
When you choose this circle at 2nd level, you have spent a great deal of time studying and interfacing with the people that live in towns and cities. You gain proficiency in two of the following skills of your choice: Insight, Persuasion, Deception, or Medicine.
While working alongside these people, you have also gained some competence with the tools of man. You gain proficiency with all simple weapons and you are no longer restricted from wearing armor or using shields made of metal.
Friendly Faces
At 2nd level, you are as familiar with humanoids as you are with beasts. You can cast Disguise Self a number of times per day equal to your Wisdom modifier (minimum of once) without expending a spell slot.
Additionally, when you use Alter Self to change your appearance, you may use it to change your height and weight, becoming up to 2 feet taller or shorter and up to 100 pounds lighter or heavier. This change is purely cosmetic.
Mob Mentality
Starting at 6th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated. If the attack hits, you may take the Help action to aid an ally in attacking the creature as part of the same action.
Bond of Companionship
At 10th level, you have become adept at forging powerful bonds between yourself and your allies. At the end of a long rest, you may choose to become bonded to any willing creature that you can see. While you are bonded to a creature, you and the creature gain the following benefits as long as you are within 100 feet of each other:
- As an action, you can see through a bonded creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.
- Once, as a bonus action, you may teleport to an unoccupied space within 5 feet of a bonded creature. You regain use of this ability upon completing a long rest.
- When you cast a spell with a range other than self, the spell can originate from you or a bonded creature.
The bond lasts until you choose to sever it (no action required) or become bonded to another creature.
Disarming Presence
Beginning at 14th level, you exude an aura of friendliness and people naturally have a positive disposition towards you. When a humanoid creature makes an attack against you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, that creature must choose a different target or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.