5e Druid Circle: Circle of Civilization

The Circle of Civilization is a Druid Circle available to the Druid class.

Civilization Druids thrive in an urban environment.

Circle of Civilization Spells
These spells are always prepared and do not count against the number of your Druid spells prepared.

Guild Membership
Starting at 2nd level, you belong to guild of your choosing. You can claim the benefits of the guild so long as you remain in good standing. You keep your proficiencies and cantrip regardless. You may only pick one guild:

Adventurer: You gain proficiency in Perception and one Gaming set of your choice. You learn the Produce Flame cantrip.

Apothecary: You gain proficiency in Medicine and Herbalism kits. You learn the Druidcraft cantrip.

Artisan: You gain proficiency in Insight and one Artisan tool of your choice. You learn the Guidance cantrip.

Merchant: You gain proficiency in Persuasion and Land vehicles. You learn the Prestidigitation cantrip.

Thespian: You gain proficiency in Performance and DIsguise kit. You learn the Minor Illusion cantrip.

Thieves: You gain proficiency in Stealth and Thieves tools. You learn the Mage Hand cantrip.

Urban Shape
Starting at 6th level, you can now use Wild Shape to turn into a Flying Sword or Animated Armor.

Under Construction
Starting at 10th level, your wall spells create double the panels or circumference. Once a week, your Wall of Force, Wall of Ice, or Wall of Thorns can be made permanent if you maintain concentration for a full 10 minutes. The wall will repair itself if damaged at a rate of 1 hit points an hour.

Master Guildsman
Starting at 14th level, you no longer need to pay dues to your guild to maintain membership. You can officially start your own guild in another town. Also your position commands respect, granting you advantage on social interactions with members of your guild. Once a week, you can call upon an appropriate favor from your guild.

Additionally, you can double the proficiency bonuses that Guild Membership grants you.