Druid
Base Class: Druid

To be a Crazy Craving Druid, you must travel long and far to the Cinnamon Square Hive, where you will either be devoured alive or walk away with the recognition required to build your own hive. After being bestowed the Cereal Box, through which you can contact the main hive, you will be able to build your own Crazy Square swarm, and direct them to a certain degree. However, you will never be able to change their cannibalistic nature :(

Bonus Cantrip

When you choose this circle at 2nd level, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

Circle Spells

Your mystical connection to the cinnamon hive infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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

faerie fire, animal messenger

5th

conjure animals, fear

7th

freedom of movement, giant insect

9th

commune with nature, Insect Plague 

 
 

Gathered Swarm

In lieu of transforming due to Wildshape, you magically attract a swarm of sugary, cinnamon-covered cereal squares. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. You can maintain the swarm for a number of hours equal to half your druid level (rounded down).

The swarm shares your proficiency bonus. This bonus applies to its AC, all of its saving throws, as well as attack and damage rolls.

As a bonus action, you can agitate the swarm: Choose one target that you can see within 30ft, that your swarm will descend upon. They suffer 1d4 Piercing Damage for every 10 squares rounded down from your swarm as it bites, claws and stings them. 

Roll a Crazy Cannibal Surge (1d20) every time swarm attacks. The DC begins at 1 and increases by 1 for every success until a fail. On a fail, roll 1d20: that many squares die due to cannibalism.

As an action(not counted against uses of Gathered Swarm/Wildshape) you can regenerate 1d20 Crazy Squares

Level

Max. Squares

3

50

+1

+10 max for each level

 

Armor Class 12 Natural Armor + Proficiency

Hit Points size * 1

Speed 10 ft., climb 10 ft., fly 30 ft.

Damage Resistances Bludgeoning, Piercing, Slashing

Condition   Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

Cinnamon French Toast Squares

Starting at 6th level, your Gathered Swarm can be split into two swarms which act independently.

Swarm attacks are also considered magical for the purposes of overcoming Resistance and Immunity to nonmagical damage

You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:

  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.

Hivemind

When you reach 10th level, your control of the swarm increases, allowing you to push them to their natural limits. Your swarms gain two abilities:

Swarm's Fury - When a swarm makes an attack on its turn, it can make an additional attack as a bonus action.

Protect the Queen - If a swarm occupies the space of a creature, it can use its reaction when an attack hits that creature. When activated, the swarm will interrupt the attack subtracting 1d6 + WIS modifier from roll to hit.

Storm of Cinnamon Sugar

Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.

 

Additionally, when you start combat and have no uses of your Wildshape/Gathered Swarm remaining, you automatically regain 1 use of the feature and the duration of your Gathered Swarm is extended indefinitely until the target dies or until you call your swarm back.

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