Circle of The City v2, a Druid Subclass

by Harkain

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Druidic Circle

Circle of the City

What difference is their between a city and forest? They both grow, they both teem with life and they're both susceptible to foul corruption.

It's not uncommon for people that druids scorn the urban and adore the natural. Honestly, most of the time you'd be right. The vast majority of druids view cities at best as a necessary evil for sentient life or at worst a blight upon the natural beauty of the world. That is, except for druids of the Circle of the City.

These druids are often not what you would expect. They live alongside labourers, merchants, urchins and aristocrats. They embrace the lifestyle of cityfolk with gleeful attitude, seeking to experience as much of it as possible. As to them, a city is a natural environment unlike any other in the world. They are not a blight or necessary evil but simply a new development in the everchanging ecosystem of the world

For a Circle of the City druid, a city is a young and naive type of environment that needs nurturing and protection. Their denizens do not yet know a foul rot when they see it. Thus, these druids take it upon themselves to seek and expunge that rot for them until they can learn to for themselves. For them the bustling streets, the busy markets and the manicured gardens are beautiful in their own strange and unsual way and just as worthy of protection as any other part of the world.

Denizen of the Streets

You have become adept at travelling and embracing even the most dangerous parts of the city. You know that more often than not, the forces seeking to corrupt them will gather in such places.

Upon reaching 2nd level you can choose from 1 of the following proficiencies; Acrobatics, Athletics, Deception, Persuasion, Sleight of Hand and Stealth.

Additionally, you learn how to speak the Thieves Cant.

Urban Wildshape

Embracing the urban as just another aspect of the natural has a strange and mildly disconcerning effect on your druidic wildshape. The denizens of a city are beasts in their own strange way and your wildshape now seems to recognise that.

At 2nd level, you can use your wildshape to transform yourself into the form of another humanoid. While doing this you retain your ability to spell cast, your hitpoints and all your ability scores. You also learn the language spoken by that creature and an immediate understanding of the social dynamic experienced by that creature. Your clothing and equipment also transforms into that which would be culturally appropriate for whatever humanoid creature you are wildshaping into. Upon reaching 0 hitpoints in your wildshaped form you revert back to your normal form as per usual from Wildshape.

Improved Urban Wildshape

Through practice you have learnt to more thoroughly mold yourself into a denizen of the various cities and towns across the land. Your ability has become so pronounced that you can even enhance your underlying physical attributes while using this ability.

At 6th level when you choose to wildshape into another humanoid creature you can choose to increase your ability score by 4 upto a max of 20 for one of the following ability scores; Strength, Dexterity or Constitution. Increasing your ability scores while wildshaping does reduce the duration of your wildshape to 1 hour.

Protector of Citizens

You have begun to emanate a magical aura that seems to reassure and calm humanoid creatures around you. The city itself has begun to accept you as an individual working to protect it's beating heart.

Upon reaching 10th level, when a humanoid creature attacks you can use your reaction to attempt to calm them. The creature and any other hostile humanoid creatures within 30ft must make a wisdom saving throw against your spell save DC. On a fail the creature becomes charmed by you and will not impede your progress for 1 minute. On a success the creature is unaffected.

You can use this ability once per long rest.

Champion of the Cobbles

The city and all urban landscapes have accepted you as their champion. The living heart within the cobbles of the streets now grants you it's blessing and will do whatever it can to aid you in your duty.

Upon reaching 14th level upon completing a long rest you can call upon the spirit of a city to aid you. You can ask of this spirit several different things.

Commune with the City. You ask the spirt of a city you have visited in the past 3 questions about what is happening within it's streets. The DM will then roll a d100 in secret, if they roll above a 10 they will then provide a truthful yes or no answer the question. However, if they rolled a 10 or lower the DM can make up an answer at their own discretion.

Lend Charm. You ask the city that it lend you some of it's appeal to humanoid creatures. You can now cast the spell charm person twice without expending a spell slot until your next long rest.

Wrap in Shadows. You ask the city that it lend you some of the shadows which grace it's streets. Until your next long rest you and any creature within 15ft of you gains advantage on stealth checks.

 

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