81 lines
8.1 KiB
Markdown
81 lines
8.1 KiB
Markdown
---
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source: "Campaign Builder: Cities and Towns"
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---
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Druids of the Circle of the Sewer convene in an unlikely spot: underground in the city’s sewer and drainage systems. Outside the attention of most of the city’s citizens, these waterways are a bizarre reassertion of natural order, and druids of this circle commune with, study, and emulate this unique water. The circle meets in the sluiceways and channels underground and in forgotten streams of rainwater and refuse, where a whole ecology flourishes beneath civilization, unknown and disregarded.
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Much like the sewers where they dwell, these druids are often considered best left forgotten. Their waterlogged appearances and fluid shapeshifting can be disturbing, but what disturbs people most is their muttered knowledge of things lost and unknown, secrets dredged from the city’s detritus.
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| The Sewer Progression | |
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| --------------------- | ----------------------------------------------------- |
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| Druid Level | Features |
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| 3rd | The Sewer Ring Spells, Drowned Form, Flow of the City |
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| 7th | Polluted Waters |
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| 11th | Discarded Knowledge |
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| 15th | Fluid Flesh |
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## The Sewer Ring Spells
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3rd-Level The Sewer Feature
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You gain ring spells at the druid levels listed in the Sewer Ring Spells table. See the Druid Subclass class feature for how these spells work.
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| the Sewer Ring Spells | |
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| --------------------- | ------------------------------------------------------ |
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| Druid Level | Spells |
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| 3rd | Grease, Inflict Wounds, Blindness/Deafness, Acid Arrow |
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| 5th | Gaseous Form, Stinking Cloud |
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| 7th | Blight, Control Water |
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| 9th | Cloudkill, Contagion |
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## Drowned Form
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3rd-Level The Sewer Feature
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You learn to adopt a watery, drowned form. You can use a bonus action to expend one use of your Wild Shape feature and suffuse your body with water and muck rather than transforming into a beast form.
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While in your drowned form, you retain your game statistics and look drenched, pallid, and covered in muck with webbing between your fingers and toes. You have a swimming speed equal to your walking speed and can breathe air and water. In addition, you are immune to disease, have advantage on saving throws against poison, and have resistance to poison damage.
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You can stay in your drowned form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again.
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When you reach 11th level in this class, you can stay in your drowned form for 1 hour or until you dismiss it. In addition, your swimming speed equals double your walking speed, and you are immune to the poisoned condition and poison damage.
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## Flow of the City
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3rd-Level The Sewer Feature
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You can use an action to taste water, such as runoff from a storm, flood, or street washing, and glean some insight into recent events. You can question the water about events that happened within the past hour within 60 feet of where you tasted the water, gaining information about creatures that have passed, weather, and other circumstances. This information comes to you in the form of a brief vision of a recent happening, the whispered sound of voices that spoke near the water, or a similar conveyance, rather than the water speaking directly to you.
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When you reach 11th level in this class, you can use this feature while touching a body of water and learn the general appearance of the most recent creatures with an Intelligence of 6 or higher that came into contact with that body of water within the past 24 hours. If you use this feature on a particularly large body of water, such as an ocean or river, you learn only of creatures that came into contact with the water within 1 mile of where you touched the water. You can learn the appearance of a number of creatures equal to your proficiency bonus.
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You can’t use this feature again until you finish a short or long rest
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## Polluted Waters
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7th-Level The Sewer Feature
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Your exposure to the often-polluted or refuse-filled water within a city has infused your drowned form with the power of poison. When you are hit with a melee attack by a creature within 5 feet of you while you are in your drowned form, the attacker takes poison damage equal to your proficiency bonus.
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In addition, while in your drowned form, you emit a rotten, mildewy stench. A creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw against your spell save **DC** or be poisoned until the start of its next turn. If this effect ends for a creature, that creature is then immune to your mildewy stench for the next 24 hours.
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## Discarded Knowledge
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11th-Level The Sewer Feature
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You learn how to tap into the knowledge contained within the waste-filled waters that flow through and beneath civilization. You can perform a 10-minute ritual while partially submerged in a body of water that has been substantially used by civilization, such as a sluiceway in a sewer, a city pond, a fountain, a river running through town, or similar. The water must be deep enough to cover at least half your body. Once the ritual is complete, the water reveals to you some bit of knowledge contained within the waste filling it, granting you one of the following benefits:
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- Discarded Papers. You can read, write, and speak a language you don’t know.
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- Discarded Tools. You are proficient in one skill or artisan’s tools of your choice.
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- Discarded Magic. Choose a cantrip you don’t know from any Source list. This cantrip is a Primordial spell for you.
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At least one inhabitant in the city or town where the water is located must have knowledge of the desired language, skill, tool, or cantrip for you to choose that benefit. The benefit lasts until you finish a long rest or until you perform this ritual again. Once you perform this ritual, you can’t do so again until you finish a short or long rest.
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## Fluid Flesh
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15th-Level The Sewer Feature
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Your drowned form becomes more like animated water, transforming you into an avatar for the city’s waterways. While in your drowned form, you can move through a space as narrow as 1 inch wide without squeezing. When you transform into your drowned form, you can choose whether your equipment falls to the ground in your space, merges into your new, watery form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.
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In addition, while in your drowned form, you can use an action to spin yourself into a watery tornado and enter the space of a Large or smaller creature within 5 feet of you. The creature must make a Strength saving throw against your spell save **DC**. On a failed save, the creature takes bludgeoning damage equal to 2d8 + your Wisdom modifier, and it is restrained by the force of your spin. While restrained, the creature is unable to breathe unless it can breathe water. On a successful save, the creature takes half the damage and isn’t restrained, and you are ejected from its space into an unoccupied space of your choice within 5 feet of the creature.
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A creature that starts its turn restrained by you in this way takes poison damage equal to twice your proficiency bonus. The restrained creature can repeat the saving throw at the end of each of its turns. On a success, it frees itself from your grasp and ejects you into an unoccupied space of your choice within 5 feet of it. You must use a bonus action on your subsequent turns to continue spinning and keep the creature restrained. If you don’t, the effect ends, and you are ejected from the creature’s space as if it succeeded on its saving throw.
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