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Circle of Civilization

Also called Urban Druids, or Iron Druids, those who enter the Circle of Civilization learn to see the world
of man not as a scourge upon nature, but an extension of it. these druids see beauty in the resilient
ecosystems of humanoid cities, and so serves as a guide and protector to their inhabitants. such druids
appear at all levels of society, be it as a vagabond amongst their homeless charges, or liaison between
the aristocracy and the fey court. Regardless of your station, as a member of this circle your magic is
bound to the streets beneath your feet, and the thousands of people who walk them alongside you.

Druid
Features
Level
2nd Bonus Cantrip, Civil Recovery
3rd City spells
6th Social Stride
10th Iron Druid
14th Urban Shape

Bonus Cantrip
when you choose this circle at 2nd level, the cantrips from the following list are added to the druid spell
list for you, and you may learn a cantrip from the list: prestidigitation, minor illusion, message, friends.

Civil Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting quietly and listening to the
sound of the city. 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.

City 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.

Druid
city spells
level
3rd alter self, shatter
5th tiny servants (XGE), hypnotic pattern
7th fabricate, compulsion
9th passwall, animate object

Social Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement.
Furthermore, your spiritual place within humanoid society allows you to easily insert yourself into any
social groups. 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.

Iron Druid
When you reach 10th level you bind your magic to the bones of the city, surpassing your aversion to Iron
and other metals. While you are wearing significant amounts of cold iron about your body (for instance in
the form of heavy piercings, jewelry, or metallic tattoos.) 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.

Urban Shape
At 14th level, you may shape yourself into an avatar of your urban home. While you retain the benefits of
your Iron Druid ability, 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 Radiant damage equal to half
your druid level, as the metal’s tough burns them.
▪ You may use two feet of your movement to walk through 1 foot of carved wood, packed dirt, or
worked stone. 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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