Ranger
Base Class: Ranger

The Hive Strider is a unique and formidable subclass of Ranger, distinguished by their exceptional bond with the insect kingdom. These skilled individuals have honed their ability to connect with both individual insects and entire swarms, forging an unbreakable alliance that grants them unparalleled advantages in combat and exploration. Masters of entomology and survival, Hive Striders seamlessly blend their skills with those of their insect companions, creating a harmony that strikes fear into the hearts of their enemies and evokes awe from those who witness their remarkable partnership.

Insect Companion

Upon choosing the Hive Strider subclass at 3rd level, you establish a profound connection with the insect world. You gain the ability to understand and communicate with insects as if they were using a language

You magically summon a primal insect, which draws strength from your bond with nature. The insect is friendly to you and your companions and obeys your commands. Choose its stat block—Insect of the Land, Insect of the Sea, or Insect of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the insect is, choosing a kind appropriate for the stat block. Whatever kind you choose, the insect bears primal markings, indicating its mystical origin.

In combat, the insect 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  command it to take another action (no action required by you). That action can be one in its stat block or some other action such as the the Attack action. If you are incapacitated, the insect can take any action of its choice, not just Dodge.

If the insect has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The insect returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal insect. The new insect appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have an insect from this feature, it vanishes when the new insect appears. The insect also vanishes if you die.

Beast of the Land

Insect OF THE LAND

Armor Class 13 + PB (natural armor)

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

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Charge. If the insect moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

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

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Beast of the Sea

Insect OF THE SEA

Armor Class 13 + PB (natural armor)

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

Speed 5 ft., swim 60 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The insect can breathe both air and water.

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

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the insect can’t use this attack on another target.

Beast of the Sky

Insect OF THE SKY

Armor Class 13 + PB (natural armor)

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

Speed 10 ft., fly 60 ft.

STR
6 (-2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby. The insect 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 insect makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Swarm Command

At 3rd level, you gain the ability to summon and control a swarm of insects to aid you in battle. As an action, you can expend a spell slot to conjure a swarm of insects within 30 feet of you. The swarm acts on your initiative and obeys your verbal commands. You can use your bonus action on subsequent turns to direct the swarm to move or attack. The swarm's damage and abilities improve as you gain Ranger levels.

Summoning the Swarm: As a bonus action, you can expend a spell slot to conjure a swarm of magical insects within 30 feet of you. The swarm occupies a 10-foot cube and follows your verbal commands. The swarm is under your control and acts on your initiative in combat. The swarm  can  be effected by environmental factors such as high wind.  You and your allies are immune to the swarm. 

Damage Resistances: Bludgeoning, Piercing, Slashing 

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

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

Saves: Proficiency Bonus + Wisdom modifier

Controlling the Swarm: On subsequent turns, you can use your bonus action to command the swarm to move. You can direct the swarm to move up to 20ft and occupy the space of any creature. If the swarm enters a creature's space, that creature takes damage at the start of its turn, and the creature must succeed on a Strength saving throw  vs your spell DC or be restrained by the swarm's entangling presence until the start of your next turn.

Swarm Damage: 2d6 piercing damage. The abilities damage increases by 1d6 when you reach 7th level (3d6), 11th level (4d6), and 15th level (5d6).

Narrative Role: Beyond combat, the swarm can serve as a versatile tool for solving puzzles, gathering information, and navigating challenging terrains. Your ability to command and interact with the swarm might lead to unique opportunities for creative problem-solving and roleplaying interactions.

Insect Companionship

Starting at 7th level, you forge an even stronger bond with your primal insect companion. It gains the ability to make a reaction attack against any creature that attacks you within 5 feet, using your proficiency bonus to its attack roll and damage. Its attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you use your Swarm Command ability, your companion gains a temporary boost in hit points equal to your Wisdom modifier for each hit dice it has.

 

Sting and Strike

Starting at 11th level, your connection with both your insect companion and your swarm allows you to unleash devastating stinging attacks on your foes, injecting venom that weakens and incapacitates them.

Once per turn when you or your insect companion successfully hit a creature with a weapon attack, you can expend a use of this ability to trigger a stinging strike. The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes an additional 2d8 piercing damage from the stinging strike and suffers the following effect until the end of their next turn:

  • The target has disadvantage on attack rolls and ability checks.
  • The target's movement speed is halved.

On a successful save, the target takes full damage and suffers no additional effects.

At 15th level, the damage from the stinging strike increases to 3d8 piercing damage, and the duration of the effects imposed on a failed save extends to 1 minute. In addition, creatures affected by the stinging strike now have their movement reduced to 0 .

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Hive Convergence

At 15th level, your bond with the insect world reaches an unprecedented level of harmony. Your insect companion becomes an ever-present extension of your being, always ready to heed your call and protect you.

When your primal insect companion is active you gain the following benefits:

  • Your insect companion's hit points are increased by an amount equal to your Ranger level.
  • Your insect companion can make opportunity attacks even if a creature disengages from you.
  • As a reaction when you are hit by an attack, your insect companion can impose disadvantage on the attack roll, and can attempt to shove the creature attacking you.
  • Once per turn, when you hit a creature with a weapon attack, your insect companion can make an attack against the same target using its reaction.

Additionally, you can call upon the essence of your insect allies to instantly recover hit points. As a bonus action, you can regain hit points equal to your Ranger level + your Wisdom modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

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