Base Class: Druid
You tap into the power of the lowliest and most disgusting creatures, what most call "vermin". They live beneath the notice of most, and thrive of what others throw away. Yet they are among the most hearty and resilient creatures.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Thrive in filth
Starting at 2nd level, you can live off of even the most putrid food and water without problems, unless they are contaminated with toxic chemicals or true poisons (Your DM will decide what is and is not included). In addition, you are proficient in con saves and have advantage on all saves against disease and poison.
At 6th level you are able to gain nutrition from soil, sand an just about any other substance you are physically capable of eating (other than toxic chemicals and true poisons)
Circle Spells
Your mystical connection to vermin infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells
Once you gain access to a circle spell, 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 | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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9th |
At home in tunnels
Starting at 6th level, you gain darkvision 60, a climb speed equal to your movement and a burrow speed of 10
Resilient
When you reach 10th level, you are difficult to kill. You add your proficiency to death saves and are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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