New Druid subclass: Circle of the Cobblestones

My first subclass! Is it balanced? Is it overpowered? Is it underpowered? I have no idea! But this is an archetype that's shown up time and time again in Dragon Princes games - the scrappy urbanite with instinctive druidic powers. Playtesting will be required to see if this is any good.

Tirenia is heavily urbanised. Except in the most remote hinterlands, nature has been domesticated. This can be a problem for druids: while there are more traditional druids in distant lands, a forest in Tirenia is probably a noble's hunting reserve rather than an untamed wilderness. However, there are still druids. Often from lower classes, growing up on the streets of cities such as Fiumenze or Auromia, they draw their powers from urban flora and fauna: from the rats and pigeons that scurry for crumbs, to the weeds that break through the gaps in the cobblestones.

Circle Spells
Your connection to the natural forces that flows through the city streets grants you great power. The Find Familiar spell is added to your spell list. You always have it prepared, and it does not count against the number of spells that you can cast each day. You can cast Find Familiar without spending any material components. You are able to have a number of familiars equal to your Wisdom modifier (to a minimum of one.) These familiars are not supernatural beings, but instead local animals that you have befriended. You can decide what form they take: street rats, stray cats, pigeons, spiders, or another wildlife that can be found in your city.

In addition, at 3rd, 5th, 7th, and 9th level you gain access to the circle spells listed below. 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 level: Pass Without Trace, Web
5th level: Meld With Stones, Tongues 
7th level: Giant Insect, Fabricate
9th level: Insect Plague, Passwall

Urban Survivalist
While other druids are skilled at surviving in the wilderness, your habitat is the city streets, which requires a different set of skills. You gain training one skill from the following list of your choice: Deception, Intimidation, Performance, Persuasion or Stealth.

Friends in Small Places
At 6th level, you are able to summon many friends to help you and your familiars out in a pinch. When you cast Conjure Animals, you may choose to summon one or more swarms of the same type as one of your familiars (You can use the Swarm of Rats and Swarm of Ravens, and rename them as necessary - the Swarm of Ravens may actually be a Swarm of Pigeons or a Swarm of Seagulls, for example). In addition, any swarm that you summon has its hit point maximum increased an amount equal to twice the number of familiars that you currently have of that kind.

Endurance of Weeds
When you reach 10th level, you have the same unassuming hardiness as the weeds that break through the cobblestones. If you are forced to make a saving throw for any reason, you can spend your Reaction to gain advantage on that roll. Once you have used this power, you must complete a long rest before you can use it again. In addition, you are completely immune to all diseases.

Master of the City
When you reach 14th level, you have discovered that the separation between man and beast is an artificial one: they are one and the same. For the purposes of your spells, you can treat beasts as if they were humanoids, and humanoids as if they were beasts.

Image: 'Mouse,' detail from Bestiary (Royal 12 C XIX). Anonymous, c. 1225.

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