Druid
Base Class: Druid

Surrounded by what many races deem as the lowest and most disgusting tier in creation, Druids of this circle know not to underestimate the intelligence and feral cunning of these so-called vermin. Instead, this circle of druids chooses to embrace the rodents incorporating their motifs and themes into their magic. The primeval spirit of the rodent incarnated in the goddess Mother Rat imbues her paragons with the natural magic of her realm.

 

Circle Spells

When you join this circle at 2nd level, you have studied in depth ways to hide and remain undetected. Your link to the smaller creatures of the world grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Vermin Spells table.

Once you gain access to one of these spells, 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 Level Circle of Vermin Spells
2° Find Familiar, Sleep
3° Flock of Familiars, Invisibility
5° Gaseous form, Nondetection
7° Freedom of Movement, Greater Invisibility
9° Insect Plague, Mislead

Safety in Numbers

At 2nd level, members of this circle gain the ability to morph into multiple rodents. When Wild Shaping into beasts with a CR of 0 they are able to become a swarm (2*The druids level, rounded down) of that creature. The beasts within the swarm can not spread out more than 5ft.

When you are transformed in this way, you have advantage on Dexterity ability checks and saving throws, you add your proficiency bonus to your AC and you may use a bonus action instead of an action to take the Dash, Disengage or Hide actions.

Rodent's Instincts

Starting at 3rd level, you learn how to use surprise and speed to your advantage. You gain the following characteristics:

  • You may add your Wisdom modifier to initiative rolls;
  • You have advantage on attack rolls made against creatures who haven't acted yet in combat;
  • When you deal damage to a creature who hasn't acted yet in combat, you deal an extra 1d8 of poison damage. This damage increases to 2d8 at level 6, 3d8 at level 10 and 4d8 at level 14.

Small Friends

At 6th level, you learn how to summon a horde of small creatures to your aid. As a bonus action you may summon a medium swarm of tiny beasts with CR 1 or less to an unoccupied space withing 30 feet of you. The swarm adds your proficiency bonus to its AC, attack rolls and to the damage it deals, it has advantage on Dexterity checks it makes and can hide as a bonus action. The swarm is friendly to you and acts on its own initiative count. The swarm obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise take no actions. The swarm disappears if it is reduced to 0 hitpoints or if you use this feature to summon another swarm. Once you've used this feature, you cannot use it again until you've finished a long rest unless you spend a use of your wildshape to do so.

At 10th level, whenever you summon a swarm using this feature, its hitpoint maximum increases by an amount equal to two times your druid level.

Disease and Pestilence

Living in squalor with the rodents druids in this circle have learned much about poisons and toxins.

At 10th level. You become resistant to poison damage. You become proficient in poison and antidote manufacture. Successful attacks with poisoned piercing/slashing weapons deal an additional 1d4 poison damage. Also you gain proficiency with stealth.

Survival Instinct

At 14th level you've learnt vermin's most important ability: to react quickly to danger in order to survive. You cannot be surprised, and, after you've rolled initiative at the beginning of combat, you can choose to take one additional turn during the first round of combat before all other creatures. Once you've used this feature, you cannot use it again until you've finished a long rest.

 

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