Druid
Base Class: Druid

Crawling bugs, skittering rodents—although weak alone, they are greater than the sum of their parts together as a swarm. Druids of the Circle of the Swarm commune with the littlest spirits of nature and form a hivemind with them. These druids believe that the life of every animal—no matter its size—is sacred, so they fight to protect them when others overlook them. Many druids of this circle offer their bodies as nests for their swarms, sheltering the creatures within the folds of their robes, the hair on their heads, or other parts of their bodies.

Circle of the Swarm Features

Druid Level Feature
2nd Circle Spells, Spiritual Swarm, Hivemind
6th Swarm of Magic
10th Coordinated Assault
14th Unrelenting Tide

Circle Spells

2nd-level Circle of the Swarm feature

You have formed a bond with a swarm of spiritual beasts. Your link with this swarm grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Swarm Spells table.

Once you gain access to one of these spells, 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 of the Swarm Spells
Druid Level Spells
2nd beast bond, inflict wounds
3rd animal messenger, web
5th bestow curse, gaseous form
7th dominate beast, freedom of movement
9th contagion, insect plague

Spiritual Swarm

2nd-level Circle of the Swarm feature

You magically summon a swarm of spiritual beasts, which draws strength from your bond with nature. The swarm is friendly to you and your companions and obeys your commands. Choose its stat block—Swarm of the Land, Swarm of the Sea, Swarm of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the swarm is composed of, choosing a kind appropriate for the stat block. Whatever kind you choose, the beasts within the swarm have an unusual characteristic for their kind, such as elongated fangs, glowing eyes, or another quirk of your choice, indicating their spiritual origin.

In combat, the swarm acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, 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. If you are incapacitated, the swarm can take any action of its choice, not just Dodge. The swarm vanishes when it drops to 0 hit points or when you use an action to dismiss it.

If the swarm has vanished, you can use an action and expend one use of your Wild Shape feature to magically summon a new one. The new swarm appears in your space.

When you finish a long rest, you can summon a different spiritual swarm. The new swarm appears in your space, and you choose its stat block and appearance. If you already have a swarm from this feature, it vanishes when the new swarm appears. The swarm also vanishes if you die.

Swarm of the Land

Armor Class 11 + PB (natural armor)

Hit Points 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level)

Speed 30 ft., climb 30 ft.

STR
9 (-1)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
9 (-1)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Cling. While the swarm occupies a Small or larger creature’s space, it can choose to hold onto the creature’s body and move with it (no action required). The swarm fails to do this if the target is immune to being grappled.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Spiritual 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 beast of its kind.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 2d4 + 1 + PB piercing damage, or 1d4 + half PB (rounded down) piercing damage if the swarm has half of its hit points or fewer.

 

Swarm of the Sea

Armor Class 11 + PB (natural armor)

Hit Points 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level)

Speed 5 ft., swim 50 ft.

STR
9 (-1)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
9 (-1)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The swarm can breathe both air and water.

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Spiritual 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 beast of its kind.

Actions

Rip. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 2d4 + 1 + PB slashing damage, or 1d4 + half PB (rounded down) slashing damage if the swarm has half of its hit points or fewer.

 

Swarm of the Sky

Armor Class 11 + PB (natural armor)

Hit Points 4 + four times your druid level (the beast has a number of Hit Dice [d6s] equal to your druid level)

Speed 10 ft., fly 50 ft.

STR
9 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
9 (-1)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby. The swarm doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Spiritual 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 beast of its kind.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 2d4 + 2 + PB slashing damage, or 1d4 + 1 + half PB (rounded down) slashing damage if the swarm has half of its hit points or fewer.

 

Hivemind

2nd-level Circle of the Swarm feature

While your swarm is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use an action to focus on a single spirit from the swarm and have it break away from the rest, appearing in the swarm's space and reducing the swarm's hit point maximum by 5 until the spirit vanishes.

The spirit is a Tiny beast that shares the statistics of the swarm, except it has 1 hit point, a Strength of 2, no condition immunities, and it can't attack. You can see through the spirit's eyes and hear what it hears until the end of your next turn, gaining the benefits of any special senses that it has. You can use your action on subsequent turns to extend this effect. During this time, you are deaf and blind with regard to your own senses. The spirit vanishes if it drops to 0 hit points or the effect ends.

If the effect ends while the spirit occupies your swarm's space, the swarm regains 5 hit points.

Swarm of Magic

6th-level Circle of the Swarm feature

You can channel your nature magic through the swarm. When you cast a druid spell with a range of touch, the spell can originate from you or your swarm.

In addition, the swarm’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Coordinated Assault

10th-Level Circle of the Swarm feature

The telepathic link between you and your swarm grows stronger. Your swarm gains the benefits of three-quarters cover whenever it occupies the space of a creature that you can see.

Unrelenting Tide

14th-Level Circle of the Swarm feature

Your swarm becomes a font of nature magic that replenishes its numbers when low. At the start of each of your turns, your swarm magically regains hit points equal to 5 + your Wisdom modifier if it has no more than half of its hit points left.

Previous Versions

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5/23/2023 2:33:48 AM
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