Druid
Base Class: Druid

While most druids hail from the thick forests or wild mountains of the world, a few find their homes in the centers of large cities. These urban druids are typically members of the reclusive and bizarre Circle of Vermin. This circle finds beauty in the tenacity and cunning of the small creeping animals of the urban jungle. 

 

These strange druids take it upon themselves to safeguard the warrens and nests of their pestilent friends, and are welcomed into the colony in return. Rats, bats, roaches, and frogs swarm to the beck and call of a Vermin Druid, who can bring the fury of the neglected and hated animals to bear on interlopers. Exterminators beware, the sewers have eyes and nothing escapes the watch of the Circle of Vermin.

Skittering Spies

Starting at 2nd level; rats, bats, roaches, and other stray animals will recognize you as a friend. They will automatically be friendly towards you, and you have the ability to communicate in a limited manner with said Beasts. They can understand the meaning of your words, and you have the ability to understand them in return, although they do not speak as humanoids do. 

You can ask various types of vermin and other small creatures to assist you by finding things, leading you places, and other miscellaneous tasks at your DM’s discretion. They will fulfill their tasks to the best of their abilities, but typically will want something in return (ie. food, help, etc.)

 

Vermin Savant

Additionally at 2nd level, you can Wild Shape into forms of a Challenge Rating one level above your current cap so long as they are some form of vermin (giant rat, giant spider, giant bug, giant frog, etc.) While in one of these forms you gain additional Temporary Hit Points equal to your Druid level.

Circle Spells

Your mystical connection to your swarming allies and the urban environment they call home infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to these creatures.

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.

3rd: Enthrall, Web

5th: Fear, Nondetection

7th: Compulsion, Fabricate

9th: Insect Plague, Seeming

Urban Resilience

Starting at 6th level, you gain immunity to diseases. In addition, you’ve learned to be wary and alert at all times. You become proficient in passive perception (increase your passive perception by your proficiency bonus) and you can no longer be surprised.

Swarm Evasion

When you reach 10th level, you gain the ability to attempt to escape from dangerous situations. Upon receiving damage, you can use your reaction to turn into a Swarm of Rats. This uses the stat block for a Rat Swarm enemy, but follows the same rules as your Wild Shape ability. In addition to its normal abilities, in this form you do not provoke opportunity attacks. You may use this feature once per short or long rest.

Swarm Herald

At 14th level, you gain the ability to summon forth droves of vermin to aid you in combat. As an action, you create a special Vicious Swarm creature within 30ft of you that lasts for 1 hour or until reduced to 0 HP. This swarm is made up of whatever vermin are native to the area you are currently located. The swarm is friendly to you and will follow your commands to the best of its ability.

The Vicious Swarm takes its turn directly after you. You may freely issue commands to the Swarm on your turn. Should you fall unconscious or become incapacitated, the Swarm will automatically do its best to defend you from harm. You may use this ability once per long or short rest.

 

Vicious Swarm:

AC: 15

HP: 81

Speed: 40ft

Str: (-1) Dex: (+6) Con (+3) Int (-4) Wis (+0) Cha (-2)

Senses: darkvision 60ft. passive perception of 10.

Swarm: the Vicious Swarm can enter the space of other creatures.

Horrific Presence: when the Vicious Swarm damages a creature, the target must succeed on a DC 12 Wisdom save or be frightened of the Swarm for 1 minute. A frightened creature can attempt to save at the end of their turn so long as the Swarm is no longer in sight.

Actions:

Multiattack: The swarm may make two Vicious Gnawing attacks each turn.

    Vicious Gnawing: Melee Weapon Attack, +8 to hit, reach 5ft, one target, Hit (3d8 + 6) piercing.

Circle Of Vermin Image

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