Base Class: Druid
Some think that the cities are as far from nature one can come. City druids, however prove the opposite. The nature of bustling humanoid societies and the vermin they attract, are not any less natural than a pack of wolves in the forest. They merely play to a different rhythm, but they still abide by the laws of nature. City druids are the ones who thrive in humanoids' natural habitat. Whether navigating the societal social ladder or communing with the vermin that sprawl underneath every society, the City druids are most at home where the other druids faulter.
Image by ljekc from DeviantArt.
A Friendly Face
When you choose this circle at 2nd level, you learn the Friends cantrip.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Faces of the City
Starting at 2nd level, you can, as an action use your Wild Shape feature to change your appearance as per the Alter Self spell to morph your body, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. You then stay in that shape for the number of hours equal to half your druid level (rounded down) or until you, as an action revert back to your original shape.
Square Spells
Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to square spells connected to the urban and manmade environments.
Once you gain access to a square 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 |
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3rd |
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5th |
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7th |
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9th |
Swarm of the Gutter
When you reach 6th level, you start to understand the small minds living beneath the notice of societies, almost as well as the minds in the societies themselves. You gain the ability to summon a swarm of vermin to act as one and with one singular purpuse.
As an action, you can summon the Swarm of the Gutter within 30 ft of you, in a point that you can see. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Swarm of the Gutter stat block bellow, which uses your proficiency bonus (PB) in several places. You determine the swarm's appearance and what type Tiny beasts it consists of; your choice has no effect on its game statistics. You cannot control more than one swarm at a time. If you use this ability to summon a new swarm, you lose control over the previous one and it disapates.
When you summon the swarm, choose one extra speed (in addition to its 30 ft walking speed) for it from among: 40 ft. flying speed, 30 ft. climbing speed, or 20 ft. burrowing speed. You also choose one of the three senses from among: Darkvision 60 ft., Tremorsense 30 ft. and Blindsight 10 ft. and one from among smell, hearing or sight for its Keen Sense feature.
In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only actions it can takes on its turn are the Dodge or Dash action (your choice, requiring no action on your part), unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
As an action you can restore all of your swarm's lost hit points by summoning more vermin of the same kind in its space.
As a bonus action and while your swarm is within 1 mile of you, you can see through your swarm’s cumulative eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the swarm has. During this time, you are deaf and blind with regard to your own senses.
You can summon a Swarm of the Gutter a number of times equal to your proficiency bonus. You regain all uses of this feature once you finish a long rest. You can also summon the swarm by spending a spell slot of 1st level or higher.
Keen Sense. The swarm has advantage on Wisdom (Perception) checks that rely on smell / hearing / sight.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Disruptive creeping. The swarm can creep on top of a creature, whose space it occupies. The creature then makes a Constitution saving throw equal to your spell saving DC. On a failure, the swarm moves with the creature without provoking attacks of opportunity from it, halving its speed and imposing disadvantages on all attacks it makes. The creature can repeat the saving throw at the end of its turn to end this effect.
Gutter's Resiliance
At 6th level, your familiarity of the gutter and its filth has granted you immunity to disease, advantage on Constitution saving throws against poison and resistance to poison damage.
Everyone's Friend
Starting at 10th level, your instinctive understanding of the flow of societies make you always seem to know exactly what to say. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, whenever you charm a creature (as per Friends or Charm person spells), it does not remember that you have charmed it after the spell ends, regardless of the spell's description. It will instead try to attribute it's uncommonly friendly attitude towards you to a good day, your general friendliness, trustworthiness, pity etc.
Swarm's Savage Starvation
When you reach 14th level, the Swarm of the Gutter you summon responds to your summons with increased ferocity. When you summon your Swarm of the Gutter it gains the following features:
- Pack Tactics. The swarm has advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Multiattack. The swarm makes two attacks with its bite.
- The swarm's senses double in range to Darkvision 120 ft., Tremorsense 60 ft. and Blindsight 20 ft.
- The swarm gains immunity to poisoned condition and poison damage.
- The swarm gains resistance to psychic damage.
- The target of the swarm's Disruptive Creeping ability has disadvantage on the Constitution saving throws against it.
- The swarm gets summoned with a number of temporary hit points equal to twice your druid level.
- Whenever you are targeted by a spell or you cast a spell with a range of self, you can choose for the effect of the spell to extend to your swarm as well.
- You can telepathically speak through the swarm in your own voice (albeit destorted), as long as the swarm is within 1 mile of you.
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