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Urban Druid

By May 30, 2015September 21st, 2022Druid

Druid Circle
Comments from the Finger: What do you do with a player who wants to dabble in druid, but can’t stand all the tree-hugging neutral goodness? While that might seem absurd, it really isn’t too much to ask for your classes to have some thematic diversity. For example, you can have a Paladin of Nature just as easily as you can have a Paladin of Slaughter or a Paladin of Justice. Why are druids so rigidly nailed into place?
     Here’s our fix for that: a conversion of the 3.5 class Urban Druid. With a bit of refluffing as an urban avenger (and a relentlessly homeless one at that), the Circle of Concrete is primed to fulfill your every not-nature druid need. Consequentially, this makes the Urban feel a little like a rogue. We like it that way.
     So, not entirely Magitech, but certainly more fitting to a  Magitech setting than most other druids. After all, these druids probably feel more kinship with a construct than most beasts. What do you think, should the Urban Druid be included in the Magitech Update?

Circle of Concrete

Druids who join the Circle of Concrete don’t make their home in pristine forests or majestic mountains, but in the Cities. Scrounging for scraps and sleeping in alleys have made them experts in surviving in the heart of a metropolis without a silver to their names. These druids are defenders of the downtrodden and avengers of the weak, living among the poor and stepping up when they need a champion most.

Bonus Proficiencies
Beginning when you select this archetype at 2nd level, you are now capable of using and are proficient in wearing armor and using shields made of metal.

Streettalk
At 2nd level, you learn to speak like a long time urbanite. You gain advantage on Intelligence (Investigation) checks to learn about a person or location in a city. In addition, you have advantage on Charisma (Persuasion) checks made to haggle the price of goods and Charisma (Deception) checks made to lie to authorities. Finally, you know Thieves’ Cant.

Streetwalk
At 2nd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through crowds without being slowed by them, and have advantage on Dexterity (Stealth) checks in crowds. Finally, you can scale buildings as few can; climbing no longer costs you extra movement and you gain advantage on Strength (Athletics) checks made to scale walls.

Urban Shape
At 6th level, you can emulate the forms of some constructs. You can take the form of a Flying Sword when you use Wild Shape. At 8th level, you can choose the form of an Animated Armor, at 10th level the form of a Helmed Horror, and at 14th level a Shield Guardian. Additionally, you have become adept at blending into crowds and can cast disguise self at will without expending a spell slot.

Streetwise
By 10th level, you are immune to the blights and dangers of the city. You are immune to disease and to being poisoned and have resistance on poison damage. Additionally, you have become wary to the dangers of the streets and can’t be surprised in a city while you are conscious.

Passwall
By 14th level, you now no longer need to scale the walls of the city to traverse it. You may cast passwall or dimension door without using a spell slot. After you cast either of these spells, you must complete a short or long rest before casting one again.

Changelog: 7/13/15: Streettalk now grants Thieves’ Cant.
12/10/15: Streetwise: Immunity to surprise only applies while you’re in a city.

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