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City

City

Circle of the City


Druids belonging to the Circle of the City go against what most think of when they envision a Druid. Instead of protecting nature by preserving the spaces untouched by civilization, they bring nature to the spaces where people live, and seek to establish a symbiotic relationship between mankind and the natural world. They see villages, towns, and cities as ecosystems in their own right, no different from a forest, jungle, or desert. These Druids forgo the secrecy and reclusiveness that most druidic circles hold dear and sacred, and replace it with what they see as a stronger force better able to enact long-lasting change: community. They are pillars of these communities, establishing and preserving green spaces that not only bring nature into the day-today lives of the city’s inhabitants, but also double as useful tools for the residents.
The work of the urban Druid is not done in isolated, magical forests, but in parks, community gardens, and city orchards. They are not only concerned with the lives of wolves, bears, and other majestic wild animals, but also the lives of street dogs, abandoned cats, and creatures most see as vermin. Their mission is not to create a space for nature inside of a city, but to erase the line between nature and city completely
Some Circle of the City Druids remain in one city, making it their life’s mission to tend to it like a garden, and becoming a political force in their places of residence; some travel, bringing some of their primal magic to every settlement they visit; and some embark on pilgrimages to abandoned temples, castle ruins, poisonous swamps, and other places where nature has overtaken the living spaces of people, bringing balance to these sites and making them habitable for new people to breathe life into them once more.


Level 2 Features:


Primal Fortress.


When you choose this circle at 2nd level, you are able to benefit from mankind’s innovations without losing your connection to nature. You gain proficiency with Heavy armor, and are able to don armor and use shields made of metal.


Terrain Tactician.


You are able to call on the power of nature and harness its effects. The benefits you gain depend on whether you are standing on “Natural” or “Constructed” terrain. Natural Terrain is any ground that has not been significantly shaped by civilization, such as soil, grass, or snow. Constructed Terrain is the opposite: ground that has been fabricated or shaped by mankind’s hands, such as cut stone, metal sheets, or wooden boards. Standing on a rock in the forest would be considered Natural Terrain, whereas standing on stone bricks on a castle’s ramparts would be considered Constructed Terrain. Whether a terrain is considered natural or constructed does not depend on if the materials used are “natural” or not, but rather the amount of involvement people had in giving it its current shape. If it is ambiguous, the nature of any given terrain is determined at the GM’s discretion.
While standing on Natural Terrain, you harness the healing energy of nature and become attuned to its consciousness:
-You gain 1d4 Temporary Hit Points at the beginning of each turn.
-You gain proficiency with the Perception skill.
While standing on Constructed Terrain, you strengthen your body against harmful effects and are able to harness the wisdom of mankind:
-You add 1d6 to all Dexterity saving throws.
-You gain proficiency with the Insight skill.


Wild Shaper.


You can strengthen your pull on the natural energies you gain from your environment. As an action, you can expend one use of your Wild Shape feature to strengthen the effects you gain from the terrain you occupy, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
-While standing on Natural Terrain, you add your Wisdom modifier to the Temporary Hit Points you gain at the beginning of each turn.
-While standing on Constructed Terrain, choose one damage type between Acid, Cold, Fire, Lightning, or Poison. You are now Resistant to that damage type until the start of your next turn, upon which you may choose the same damage Resistance or a different one.
These benefits last for 10 minutes or until you use your Wild Shape ability again.


Level 6 Feature:


Land's Spoils.


Your influence over the terrain you occupy extends past yourself, allowing you to share the gifts of the land with your allies and encumber those who go against your vision. All terrain within 10 feet of you becomes Difficult Terrain for any creature Hostile to you. Additionally, while your Wild Shaper feature is active, you can use a Bonus Action to choose a creature within 10 feet of you. While that creature is within 10 feet of you, they enjoy the same bonuses you derive from your Terrain Tactician feature (but not your Wild Shaper feature).


Level 10 Feature:


Teeming Terrain.


Your influence over the environment surrounding you grows, harvesting stronger fruits from its effects. The Temporary Hit Points and bonuses to saving throws given by the Terrain Tactician feature increase: roll a d6 instead of a d4 for the Temporary Hit Points gained when standing on Natural Terrain, and roll a d8 instead of a d6 to add to Dexterity saving throws when standing on Constructed Terrain. Additionally, you can choose two creatures within 10 feet of you rather than one to enjoy the same bonuses from your Terrain Tactician feature while your Wild Shaper feature is active.


Level 14 Feature:


Terraformer.


You are no longer constrained by the terrain you stand on, now able to change its nature to your will. When you expend a use of Wild Shape to gain the benefits of your Wild Shaper feature, you choose whether the terrain within 10 feet of you is considered Natural or Constructed, and transform it to match. For example, wooden floorboards grow vines and roots, or dirt covered in sand and rock turns to a cobblestone road. You can change the terrain around you again at the beginning of each subsequent turn without using an action for as long as your Wild Shaper feature is active.




 

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