Druid: Circle of the City
For an extremely small number of druids, the city breeds its own unique form of natural magic. Built on natural nexuses of the weave, some of the largest cities in the world can almost act like a magical forests. The complex web of streets may change, leading wandering folk astray down strange alleyways you could have sworn weren't there before. The variety of city dwelling animals might exhibit unusually complex behaviours, perhaps acting in coordinated groups. Druids that live in the city might grow used to the hustle and bustle, and find their powers developing unique applications for the environment.
Circle Spells
Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to city spells connected to the metropolis where you live. Once you gain access to a city spell, 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.
Starting at 2nd level, you can regain some of your magical energy by feeding off the energy of the activity around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Social Butterfly
At 6th level, as an action you may approach a group of three or more non-hostile humanoids who are within 10 feet of you and have a CR of 1/2 or lower, forcing them to make a WIS saving throw. the humanoids who fail the save instinctually cluster together with you, and the following things happen:
Heart of Iron
When you reach 10th level you bind your magic to the iron bones of the city, removing your aversion metal armour and shields. While you are wearing metal armour, wielding a metal shield, or wearing significant amounts of cold iron about your body (for instance in the form of heavy piercings or jewelry) you are immune to poison and disease, as your iron aura grants you construct like resilience. Your iron magic also wards you against the influence of fiends and fey, making it impossible for them to frighten or charm you. if you are wearing metal in your humanoid form, you retain the benefits while wild shaped.
Steel Shape
At 14th level, you may shape yourself into an avatar of your urban home. You may expend a use of your wild shape and gain the following benefits for 1 minute:
Circle Spells
Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to city spells connected to the metropolis where you live. Once you gain access to a city spell, 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.
- 3rd Level: Shatter, Rope Trick
- 5th Level: Tiny Servant, Tongues
- 7th Level: Fabricate, Summon Construct
- 9th Level: Passwall, Animate Objects
Starting at 2nd level, you can regain some of your magical energy by feeding off the energy of the activity around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Social Butterfly
At 6th level, as an action you may approach a group of three or more non-hostile humanoids who are within 10 feet of you and have a CR of 1/2 or lower, forcing them to make a WIS saving throw. the humanoids who fail the save instinctually cluster together with you, and the following things happen:
- The effected creatures perceive you as part of their group and treat you as a friendly acquaintance.
- The creatures instinctively cluster together, staying within 5 feet of each other wherever possible.you may use your bonus action to have your group of influenced creatures move up to 15 feet in the direction of your choice. they will not move into an obviously hazardous location, such as a sheer drop or a patch of flame.
- You have advantage on deception checks to pass yourself off as a member of that group to outside observers.
This effect ends when you are no longer within 10 feet of the group, if you or any member of the group sustain damage, or after 10 minutes. When you use this ability you may not do so again until you have completed a long rest.
Heart of Iron
When you reach 10th level you bind your magic to the iron bones of the city, removing your aversion metal armour and shields. While you are wearing metal armour, wielding a metal shield, or wearing significant amounts of cold iron about your body (for instance in the form of heavy piercings or jewelry) you are immune to poison and disease, as your iron aura grants you construct like resilience. Your iron magic also wards you against the influence of fiends and fey, making it impossible for them to frighten or charm you. if you are wearing metal in your humanoid form, you retain the benefits while wild shaped.
Steel Shape
At 14th level, you may shape yourself into an avatar of your urban home. You may expend a use of your wild shape and gain the following benefits for 1 minute:
- Mortar and Debris coat your body, doubling your weight and granting you resistance to non-magical piercing bludgeoning and slashing damage.
- You radiate an aura bearing the essence of cold iron 10 feet from yourself. Whenever a fiend or fey creature enters your aura, or begin their turn there, they take necrotic damage equal to half your druid level.
- You may use 10 feet of your movement to walk through 5 feet of wood or dirt, 2 feet of worked stone, or 3 inches of common metal. if at the end of your turn you are inside a surface that this ability had allowed you to enter, you are harmlessly ejected from that material at the point where you entered.
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