Base Class: Druid
As a Plague-made Protector you are a creature that was somehow influenced or accepted by the hive mind that now pilots your body. Your character is made up of 2 core individuals that influence what abilities and bonuses you get from this subclass.
The first choice you make as a character before choosing this subclass is druid as your main class, then your species that will act as the 'Host'. ( This can be any humanoid species, from Slimefolk to a Lycanoid, but it is recommended that you choose a species that doesn't focus heavily or spell casting as this subclass can override some spells.)
This subclass gives 5 options of how you want to form your druid, and has passive growth so that you can focus levels into feats if you so happen to want to.
This subclass works with some in story elements, so make sure you establish this with your Dm so they can try to fit your narrative into the story.
Discomforting Envy
It made no sense to you. Why did they all get so strong while I stayed the same ? Sure, being able to wild shape was cool, but what if I want to swing a sword like the fighter or sling magic like the mage...
Your Envy mounts higher with each day that passes, over the course you attitude and envy will be fully apparent to all, as even beast will react negatively to you.
-1 Modifier to all nature roles, and all beast smaller then you are frightened of you, all beast of equal size are largely distrusting of you, and creatures of larger size are violent towards you.
You never understood why these creatures were so scared of coming near you, until one day you look up and saw something in the forest, to wonderfully horrid to simply ignore.
You last days, weeks, maybe even a month or 2, but eventually you must give in.
Level 3: Sporific conversion
Starting at the 3rd level once you have acquired this subclass, nothing will occur immediately. You will go on about your day, gaining your regular level as a druid, as all others will gain new and wonderous abilities, and you will begin to feel jealously filling your heart.
Your envy will build and pile across a matter of time, as the hive will slowly fill your mind with the greed and want it needs from one of its protectors wearing you down into the perfect host. Once your party is in a relatively untouched area, or just take a short rest in the middle of a dark forest, you will be gone from the party.
Once your party finds you, or a total time of 12 hours have passed (Or the party takes a long rest) You will come back to the party like nothing happened, but the most perceptive or astute of your party will notice that you smell of death and decay.
( You will have to get your Dm to help you figure out how your death occurs, but much of the subclass is centered around the concept of strangely coming back to life.)(*Note that this does not change your race and has no effect on racial passives and can be changed to match the species you are playing.)
Once you come back to your party, you will be able to wild shape, your Wisdom modifier will be converted to constitution/dexterity/strength/intelligence/charisma ( Depending on the form of hive you choose) and will automatically set your wisdom modifier to -2 (Does not effect your proficiency modifier) and you gain a +1 to your total ability casting modifier that will increase by an additional +1 every 2 class levels. Apart of this change from wisdom to your spell casting modifier, your spells will also appear different to observers depending on the form of hive you choose to protect.
You must choose from 1 of the 5 following options.
The Hive of Self (Charisma)
The Hive will appear to be the skin of its host, mouths, eyes, and appendages replacing what spells would appear as. ( For example Thorn whip will appear to be the horrifically stretched arm of the caster, but it will functionally act the same.) Your Ability casting modifier will be converted to charisma, and you will gain a +2 to your charisma score. The Hive hungers for attention from others, and what better way then making its host beautiful?
Once per long rest, a Protector of the Hive of Self may cast the spell Friends with only touch needed to cast it. ( The amount of times this spell can be cast is increased by 1 for every 3 levels after choosing this subclass, but only one of of its uses is regenerated after a long rest.)
The Hive of Contagion (Constitution)
The Hive will make the Host skin appear pale and blotchy with black patches, and will make all spells cast appear as plombs of disgusting illness. ( For example Conjure animals will seems to be reanimated to rotting forms of the animals, but it will functionally act the same.) Your Ability casting modifier will be converted to Constitution, and you will gain a +2 to your constitution score. The Hive hungers for pain, so why not make the host sturdy enough to handle it ?
Once per long rest, a Protector of the Hive of contagion may cast the spell Contagion with only touch needed to cast it. (The spell will be downgraded until the 8th level class feature to only be able to inflict Flesh rot, Filth fever, and Seizure, and will additionally take a guaranteed 10 damaged to the caster that cannot be healed until the end of an encounter.)( The amount of times this spell can be cast is increased by 1 after 2 more levels, and and additional 1 for every 4 levels after the first increase, but only one of of its uses is regenerated after a long rest.)
The Hive of the Deep (intelligence)
The Hive will appear to be indescribable masses that frighten (RP) those who look apon it for too long. ( For example Fog Cloud will appear to be the the black waters of the ancient deeps of Deep Gods.) Your Ability casting modifier will be converted to Intelligence, and you will gain a +2 to your intelligence score. The Hive hungers for forbidden knowledge, and what better way then making its host the perfect storage?
Once per long rest, a Protector of the Hive of the Deep may cast the spell guidance with only somatic needed to cast it. (The spell has a range of 100 feet and allows a 1d6 to be added to an ability check, but will deal equal amount of psychic damage as the 1d6 rolled to add with a minimum of 2 damage being dealt to the receiver.)( The amount of times this spell can be cast is increased by 1 for every 3 levels after choosing this subclass, but only one of of its uses is regenerated after a long rest.)
The Hive of Carrion (Strength)
The Hive will appear to be thousands of flesh eating carrion made flies, and all spells will appear as cursed flesh that writhes and twist. ( For example Mending will appear to be flesh shoved in-between parts of an object that bleeds and morphs, but it will functionally act the same.) Your Ability casting modifier will be converted to strength, and you will gain a +2 to your strength score. The Hive hungers for flesh, so why not hollow the Host corpse to make space for more?
Once per long rest, a Protector of the Hive of Carrion may cast the spell primordial savagery, which may be cast infinitely, but it cost an additional 1 max health point each time it is used past amount per long rest. (The spell will deal only 1d4 of slashing damage, unless the user sacrifices 2 hp to increase its damage by 1d4, which can only be done once until the 5th level.)( The amount of times this spell can be cast is increased by 1 for every 3 levels after choosing this subclass, but only one of of its uses is regenerated after a long rest.)
The Hive of Secrets (Dexterity)
The Hive will appear to be completely ordinary insects by observers, replacing spells with beetles, flies, or wasp. ( For example Gust will appear to be many butterflies appearing under the casters clothes, but it will functionally act the same.) Your Ability casting modifier will be converted to dexterity, and you will gain a +2 to your dexterity score. The Hive must stay unnoticed, so why not make its host one who blends into the darkness?
( Note that only one of each of these Hives can exist inside of a campaign due to a feature following this at 15th level)
Level 6: Creature of the Hive
upon reaching the 5th level, your understanding and relationship with the Hive has grown to a new level, gaining new abilities that the hive has blessed you with for being a dutiful and caring Protector.
All forms of the Hive gain the ability to morph and change their form, allowing them to increase their speed to 35 feet/ 7 squares of movement and making their form seem slightly less humanoid when they preform feats of great strength or strain. Additionally, all beast transformations of the host are now enhanced by the Hive, showing physically on their form.
The Hive of Self
All creatures manifested through wild shape will appear to be elegant and beatified versions of themselves who uses heavy pheromonal trails to lure or track creature.
As long as the Hive of Self Host is wild shaped, they may add their charisma modifier to their nature checks, or to their passive perception. Additionally, whist wild shaped, you gain a +2 to your charisma score as long as the creature you are trying to influence is of the same species as your wild shape.
The Hive of the Deep
All creatures manifested through wild shape will appear to have eyeballs covering their entire form and have the skin of a forever changing octopus that they use to confuse or incapacitate enemies.
As long as the Hive of the Deep Host is wild shaped, they may add their intelligence modifier to their dexterity checks by morphing their skin into things yet to happen, or have advantage on all wisdom saves after casting any spell until then end of a full round. Additionally, whist wild shaped, you gain a +2 to your intelligence score, and may partially wild shape your mind to gain this bonus, but reveil your minds eye.( Strikes directly to the minds eye have disadvantage, but will completely blind the Host if struck.)
The Hive of Contagion
All creatures manifested through wild shape will appear to be undead and bloodied versions of themselves that spill their blood on the ground to frighten and infect the Hives enemies.
As long as the Hive of Contagion Host is wild shaped, they may add their constitution modifier to their charisma checks to intimidate a creature, or have a chance on hit to infect a creature.(DC 13 Constitution save, if fails then has disadvantage on constitution saves, on success you may not infect them again this combat.) Additionally, whist wild shaped, you gain a +2 to your constitution score as long as you have taken damage in this encounter.
The Hive of Carrion
All creatures manifested through wild shape will appear to be beaten and hollow flesh that tear and consume their enemies with ease.
As long as the Hive of Carrion Host is wild shaped, they may add their strength modifier to their damage roles once a combat, or have a chance bleed a creature.(DC 11 Constitution save, if fails then take an additional +1 damage from melee attacks until the end of their next turn.*This is unstackable.) Additionally, whist wild shaped, you are able to consume any edible substance (With its container) instantly for its full effect with a bonus action.(If the container is indestructible, then this feature cannot be used.)
The Hive of Secrets
All creatures manifested through wild shape will appear amphibious or insectoid versions of themselves to slip past, or silently dispatch those who learn too much.
As long as the Hive of Secrets Host is wild shaped, they may add their dexterity modifier to their stealth proficiency bonus, or have a chance disorient .(DC 13 Constitution save, if fails then they have disadvantage on all perception checks.) Additionally, whist wild shaped, you are able to hide behind an eligible object (larger then the size of your Host.) Within 15 feet, but if discovered you must succeed a dc 15 wisdom saving throw or be frightened of all aggressive creatures until then end of your next turn.
Level 10: Hive Subsumption
The Hive has reached its prepubescence, its instincts have begun to expand, and it demands that its Protector helps it consume its brethren so that it may evolve and begin its rule on this planet.
Once reaching the 8th level of Druid, all forms of the Hive will have grown past their egg stage, and begin truly enhancing the Host.
The Hive of Self
As this form of the hive: Gain +2 to charisma modifier and force all enemies to role a dc 9 + total charisma modifier or be inflicted with charmed at the start of an encounter. Additionally have a chance to not face the side effects of friends spell at the end of it if the creature affected fails the check by 5 or more, turning them completely neutral and completely unaware they were being influenced
If consuming a Hive of Self Host:
+1 to Charisma modifier, and begin to produce 1 vial worth of pheromones each long rest, which have a chance to cast friends if smelled directly by a creature with a dc 15 wisdom save.
The Hive of Contagion
As this form of the hive: Gain a bonus 2d6+ base of 7 max hp immediately and all creatures within 10 feet (including allies) are infected but do not suffer the effects unless chosen so by the host. additionally remove the restrictions of contagion except now taking 15 damage each cast, but you will be able gain 1d4 health on melee attacks once per turn. ( Can affect spectral enemies.)
If consuming a Hive of Contagion Host:
+1 constitution modifier, clear all Hive of Contagion from the plane, and gain complete immunity from poisons that do not exceeding 12 points of damage. (Not acid, just poison.)
The Hive of the Deep
As this form of the hive: Gain immunity from psychic damage not caused by your own spells, and enhance each spell to have an additional effect in exchange for taking 2d6 Deep damage if you choose to enhance them.
option 1
Overwhelming knowledge fills the opponents mind as they are struck, shattering the mind of even the most mentally tenacious creatures, dealing an additional 1d6 of Deep damage, (Unlockable psychic damage.) and become frightened of all creatures until the end of their next turn.
option 2
Stunning amounts of pain flay any creature unlucky enough to look into your minds eye, as once you cast the spell your minds eye will light with celestial light and force any creature to immediately change their attention to you and must make a dc 18 intelligence saving throw and drop their weapons in a mad fury, using their next action and bonus action to attack the creature closes to them without a weapon in their hand. (If weapon is apart of creature, or they have no weapons they will simply attack with that.)
If consuming a Hive of the Deep Host:
+1 to intelligence modifier, and gain a magic item of the dm's choice.
The Hive of Carrion
As this form of the hive: Gain a second reaction and melee attack, with Primal savagery now dealing 1d10 + total strength modifier on use, and also allowing you to ignore the first amount of self damage you deal to your self in an encounter.
If consuming a Hive of Carrion Host:
+1 Strength modifier, and gain an egg of Carrion that will spawn a Carrion Crawler after consuming 25 corpses that must have not died over 24 hours ago. ( You could flavor this to be one of any of the Hive forms.)
The Hive of Secrets
As this form of the hive: Your modifier to dexterity is added to your proficiency in stealth, and gain advantage to all dexterity saving throws and checks whist being out of sight from all creatures. Additionally gain the ability to cast Invisibility, (Amount of uses equal to your ability to use Gaseous form.) and enhance Gaseous form to effect 2 more creatures (Even unwilling.) outside of yourself, and no longer require concentration to sustain.
If consuming a Hive of Secrets Host:
+1 Dexterity modifier, and gain a massively important piece of lore related to the Host of the Hive of Secretes, or some form of reward for all of your players like a hidden fighting style that allows them to gain proficiency in stealth after 3 weeks of training.
The call of Doom
The Hive now trust its Protector enough to become vulnerable, fully becoming one with its host.(... Or consuming it.)
If the Host chooses to become one with the hive, they will be granted the spell infestation,(1 use per long rest.) no longer have their wisdom modifier set to -2, and loose all racial passives related to blood, lineage, or looks as they will become one with the ancient Hive that has become the host.
All forms of the hive now benefit from the passives of being wild shaped at all times and gain an additional 5 feet to their movement speed,(40 feet base.) as the being looses all semblances of human nature, only looking vaguely humanoid to anyone willing to look close enough.
The Hive of Self
Your body secretes a natural odor that attracts all friendly creatures to you within 30 feet, gaining a +1 to all checks on creatures in that range. Once per round hen a creature is within 5 feet, this pheromone scent is enhanced, and you are able to roll before an enemy can hit you with a melee attack as a reaction to charm the creature with your sly words engineered to elicit emotion. (This effects all creatures with open skin or wounds.)( Can affect non living species, but cannot charm them.)
The Hive of Contagion
Gain an area of influence where ever you can infect creatures with your plague, leaving a 10 foot zone that can inflict other creatures, creating another zone of plague that replicates up to 5 times per turn. These areas of plague are clearly visible and unattractive for enemies to walk through, but if forced or enraged, enemies will go through the plombs and be forced to either half their movement until they are out of the sphere of plague (Breathing lightly to not inhale the disease.), or have disadvantage on all constitution or wisdom checks. (Which ever the Hive mind prefers.)
(*Note that if a spell requires the enemy caster to speak, they will be infected by the disease immediately and begin foaming out of the mouth( If they have the ability to.))
The Hive of the Deep
The Hive mind will tell you things you don't want to know, giving you a +5 to all history checks related to bloody and horrible wars, or of ancient empires/ temples. Additionally, gain a spell casting focus that will allow you to preform any ritual below the 4th level (Including divination.) with half of the required resources as the ancients provide you with recipes lost to time its self by sacrificing the resources to them.
Additionally Gain 2 2nd level warlock skills.
The Hive of Carrion
Your body is nothing but a husk, your flesh is no longer in your body but now flying in the air as locust are the result of the Hive and the Host combining, extending your melee range to 10 feet, and granting you the ability to cast the spell cloud of daggers. (2 uses per long rest, guaranteed bleed if hitting.) Additionally, bleed can now also affect creatures that do not bleed, leaking all creatures life essence.
The Hive of Secrets
There is no difference between nothing and yourself, your eyes have turned slit and luminating, giving you a +2 to your perception, and giving off faint light for 10 feet as long as they are open. Additionally, only those who you wish to be able to see this light may do so, as your very existence turns into a question. While in stealth, if someone fails to find you on a perception role you will gain +2 to your stealth bonus for an hour or until the end of the encounter. (This stacks to a maximum of +10 to all stealth roles, and doesn't bypass true sight.)
Betrayer of Fate (* Optional and if taken you will be unable to take the other option.)
The Host has consumes the never ending hive within them, taking advantage of their vulnerability to take all power they had over them and become what the Hive must protect, the Host becoming the Ruler of the Hive.
The Ruler will maintain complete control of the Hive, not sacrificing any of its racial passives or linage, long dead heart returning to life as the Hive beats the heart of its Ruler.
Gain a +1 to your AC, and gain the Hive hp as an additional health that will be consumed before yours. The Hive is 1/6th of your health pool that will fully regenerate every hour as long as the Ruler of the Hive consumes food within the hour time frame.
When the Ruler would take damage, the hive will shoot out and take the damage in their place, but taking double the damage that would have been inflicted on the Ruler. If the Hives health pool is completely consumed by the attack, it will retreat into the Rulers body and become inert until the end of combat.
The Hive of Self
+2 to charisma, you are naturally distrusted by all who were affected by you before you became the ruler of the Hive. Additionally you may choose to make your spells appear as they would naturally, but they loose a base 3 to their damage per dice, or have reduced duration/ effect. (For example if you cast summon beast naturally, your beast will be at only 1/2 the CR of the maximum CR creature you can summon.)
The Hive of Contagion
You gain the ability to raise one undead of a slayed creature, ( Once per long rest limited to below your druid creature list's CR or lower.) But permanently loose -5 score to your constitution.
The Hive of the Deep
This Hive is unable to be betrayed, Your mind would break before you could reject the Hive from it.
The Hive of Carrion
+ 2 to strength, -1 to charisma modifier, and Gain an additional 1d6 +1 of hp per level.
The Hive of Secrets
+2 to stealth roles, - I to your dexterity modifier and the ability to choose 1 3rd level spells from the trickster subclass. (Including their improved mage hand.)
Previous Versions
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4/7/2026 4:18:13 AM
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3
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1
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5e
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Coming Soon
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