Druid
Base Class: Druid

Druids in the Circle of Swarms have learnt that even the smallest beast can be a mighty force when part of a collective. They have offered their bodies as a home of The Swarm, a collection of various insects that serve as both weapon and ward. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn the Infestation and Acid Splash Cantrips. These cantrips doesn’t count against the number of druid cantrips you know.

Hive Host

Starting at 2nd level, you may use a charge of Wild Shape to activate the Swarm, providing you with the following benefits:

  • Your AC increases by 3.
  • Whilst the Swarm is active, hostile creatures that enter or start their turn in a 5-foot radius centred on you take [Piercing or Poison (DM's Discression)] damage equal to your Wisdom Modifier.
  • As a bonus action, you can recall the swarm, healing you for hit points equal to your druid level times 2

These effects last for 1 minute, after which the swam dissipates, but does not heal you. 

Alternative option:
Upon activation of this trait, you gain temporary hit point equal to your druid level times 5. Once these have been depleted, the swarm dissipates. When this rule is applied, the hitpoints provided by this feature grant a weakness to fire damage. Additionally, the swarm can be dissipated by spells and effects that would cause loose or small objects to be forcibly moved, such as Wind Wall, or Warding Wind.

Circle Spells

Your mystical connection to The Swarm infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to Your Swarm.

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.

Druid Level Spells

3rd

Spider Climb, Web

5th

Vampiric Touch, Fly

7th

Vitriolic Sphere, Confusion

9th

Cloudkill, Telekinesis 

Pestilent Touch

Starting at 6th level, as a reaction, when a melee attack lands against you, you can command the swarm to lash out at the attacker. Choose one of the following options:

Glow Worms: You command bioluminescent insects to latch onto the target's body and clothes. They are considered to be under the effects of the Faerie Fire spell until the end of their next turn.

Stinging Fury: You command biting and stinging insects to swarm the target. The target must make a Dexterity Saving Throw against your Spell Save DC, taking 4d10 poison damage on a failed save, and half as much on a successful save.

Swirling Swarm: You call upon a plague of locusts to swarm the attacker. The target must make a Constitution Saving Throw against your Spell Save DC, taking 2d6 piercing damage on a failed save, and moving 10 feet away from you. 

You  may use this feature a number of times equal to your wisdom modifier, resetting when you finish a long rest.

Local Honey

Starting at 10th level, you gain access to honey produced by the bees in The Swarm. You have a pool of hit points equal to your druid level times 10. As an action, you may feed yourself or one creature of your choice whom you can touch some of the magical honey, healing them for a number of hit points up to the remaining amount in your pool. 

Alternatively, you may expend 10 hit points to neutrilise one poison affecting the target and give them immunity to the poisoned condition for one day. You may use this feature in this way as many times as you have hit points for in your pool, neutralising one additional poison for each use, but not increasing the period of immunity.

Your pool replenishes at the start of each day, or after a long rest.

Hive Mind

Starting at 14th level, through organisation and mental connection, your swarm portects you from deadly hazards, and shares with you limited access to their senses. Additionally, their presence within your body has given you a natural immunity to poisoning. You can no longer be blinded, deafened, poisoned, or frightened, and critical hits against you count as normal hits unless you are incapacitated.

Previous Versions

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