Circle of the Sewers

Like a barnacle clutched to a belly of a ship, druids of the sewers aren't bothered by their reputation. Where there is an ecosystem, you can be sure there is at least one druid maintaining it, and under the rustle and bustle of any Waterdeep or Silverymoon there is an ecosystem—one of vermin and filth, but an ecosystem nonetheless.

Druids of the sewer promote the vermin that stalk the cold stone passageways that snake below the cities of the material plane. These druids promote their inhabitants' existences whether to keep the companionship of the fellow squalid lifeforms or to keep the balance of the gorgeous cities by tending to the wretched world below.

Circle Spells

Your connection to the fetid sewers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the wretched depths below the cities.

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.

Circle Spells

Druid Level Circle Spells 3rd spider climb, web 5th gaseous form, stinking cloud 7th blight, dimension door 9th cloudkill, contagion

Skittering Forms

Starting when you pick this circle at 2nd level, your wildshape options are expanded by the fact that most sewer creatures have a common goal. When you use your action to wildshape you can instead turn into a swarm of tiny beasts, following all other normal wildshape restrictions.

Starting at 6th level in this class, when you are in the form of a swarm of tiny beasts you can use your bonus action to scatter in every direction. You become incapacitated and immune to all damage that doesn't fully engulf the entire swarm (the swarm when scattered has a radius equal to it's fastest movement speed).

If you are scattered, your swarm form loses stability at the start of your next turn. You become a single instance of the tiny creature in an unoccupied space within the reach and movement speed of the orignial swarm. All other instances of the unstable swarm die and rot into grey ash.

Infesting Friends

Starting at 6th level, you can call fourth any community of vermin that skulk the shadows looking to eat all they can. When you kill a creature within 10 feet of you with a spell or attack, you can cause a swarm of tiny beasts to burst fourth from the corpse. These tiny beasts obey your verbal and mental commandss. The swarm of tiny beasts must be a swarm you are able to turn into with your wildshape feature. The swarm scatters when they enter direct sunlight or until 8 hours has passed.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Blood to Ichor

Starting at 10th level, the disease and toxic sewers are inert to your form. You become immune to the effects of poisons and disease.

You can expened a use of your wild shape to transform into an ooze of challenge rating 2 or lower instead of a beast.

Blessing of the Sewers

Starting at 14th level, You can cast detect poison and disease at will as your senses grow honed to the presence of rot and decay.

All creatures of your choice within 10 feet of you are immune to contracting diseases or becoming poisoned, including yourself. If the creature is already poisoned or diseased the effects of the poison or disease are suppressed while they remain within 10 feet of you.