Druid
Base Class: Druid

Centuries ago, your druid circle lived in harmony with the land. You only took what you needed and the land provided. Then the outsiders arrived. At first, it was a small village of farmers or loggers. There were some small disputes between the elders of your circle and the leaders of their village over who 'owned' the land. As their settlement grew from a quaint hamlet to a thriving city so too did the disputes grow into an outright war. Though your circle wielded the power of the land it was no match for their numbers and instruments of war. Your circle is now forgotten to history and the members of your circle scattered to the wind. Or so it would seem...

Nature is of course always adaptable and the land never forgets. You are one of the few remaining members of your circle. You and your kin hide in the uncivilized alcoves of civilization. Be it in a sewer, alleyway, garbage dump, or inside the cracks and crevasses of a building, your kind eeks out a living and bide your time. 

Skittering Swarm

As a druid of The Forgotten Circle, you have adapted to living in the wild, hidden corners of civilization. As such, you are intimately familiar with the animals that call those corners home. At 2nd, 4th and 8th level you can use your Wild Shape to scatter your form into a swarm of tiny beasts from the Swarm Wild Shapes Table. Your consciousness is bonded to a lead animal within the swarm. All other animals in the swarm share a hive mind with the lead animal. Should an animal within the swarm be separated from the swarm by more than 5 feet that animal disappears then reappears next to the lead animal. Should the lead animal be killed or separated your consciousness moves into another living creature in the swarm.

Swarm Wild Shapes
Druid level  Swarm
2nd Swarm of Rats
4th Swarm of Insects
8th Swarm of Bats, Swarm of Ravens

Wild Cunning Action

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

You also gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Grasping Swarm

Starting at 6th level your ability to control the swarm hivemind becomes greater. Whenever you are occupying the same space as an enemy that enemy takes 1d6 blugeoning damage at the start of its turn. That damage increases by 1d6 at 10th level (2d6), 14th level (3d6), and 18th level (4d6). 

Whenever you hit a creature, occupying the same space as you, with an opportunity attack you can choose to grasp onto that creature. When you do so that creatures movement is halved and you are dragged alongside that creature to its new position. Being dragged does not use up your movement.

Sewage Elemental

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a water elemental. Creatures that are hit with an attack by your water elemental form take an additional 1d6 poison damage and become poisoned for 1 minute. Creatures restrained by your whelm action take an extra 1d6 poison damage and are poisoned for 1 minute at the start of their turn.

The Secret Grove

Starting at 14th level, you have become very familiar with the topography of the cityscape and can hide patches of nature within its confines. 

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring any components: druid grove, scrying, or teleportation circle. The druid grove is invisible from the outside to others. the grove acts as a destination for your teleportation circles and can be cast anywhere. When you cast druid grove, you can specify creatures as friends who are able to see the grove. You can also specify a password that, when spoken aloud, makes the speaker able to see the grove.

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