Base Class: Wizard
In the rare instance that a beekeeper comes across a tome of wizardry and learns it's secrets, they become a hive mage, a wizard that uses their talent with managing swarms of bees with their newfound arcane power.
Arcane Swarm
When you reach second level, you can summon a swarming mass of wizardly bees that are empowered by a particular school of magic.
As a bonus action, you can summon a swarm of magic bees that hover around you. When you summon a swarm, you can choose a school of magic to empower the swarm. When you gain this feature, you know two schools of magic for the swarm. The schools of magic and their swarm benefits are listed below. You learn an additional school of magic at 6th, 10th, and 14th level. The swarm lasts for 1 minute, until you are incapacitated, until you summon another swarm, or when you dismiss it (no action required). While the swarm is active, you gain a +2 bonus to AC, and you get a unique benefit determined by the school of magic you chose when you summoned the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Abjuration Swarm
While the swarm is active, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.
Conjuration Swarm
While the swarm is active, you can use a bonus action to teleport up to 10 feet to an unoccupied space that you can see.
Divination Swarm
While the swarm is active, when you cast a spell, you can choose to cast it as if you were in an unoccupied space within 30 feet of you.
Enchantment Swarm
While the swarm is active, you can use a bonus action to make a creature hesitant to attack you, imposing disadvantage on the next attack it makes against you before the end of your next turn.
Evocation Swarm
While the swarm is active, as a bonus action, you can cause one creature you damaged with a spell this round to be covered in flaming bees. The target must make a Dexterity saving throw against your spell save DC at the beginning of it's next turn, taking 1d6 fire damage on a fail.
Illusion Swarm
While the swarm is active, you can use a bonus action to cause the area within 10 feet of you to become heavily obscured until the end of your next turn.
Necromancy Swarm
While the swarm is active, you can use a bonus action to drain life from the corpse of a creature that died this round. When you do so, you regain 1d6 hit points.
Transmutation Swarm
While the swarm is active, you can use a bonus action to send carpenter bees to reshape a 10 foot cube of terrain within 30 feet of you. You can make the affected area difficult terrain if it is normal terrain, or vice versa.
Healing Honey
Carrier Bees
When you reach 10th level, you have developed a special type of bee, called a carrier bee. These bees are strong enough to move large objects or creatures. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. In addition, you can use the carrier bees to deliver your healing honey; you can now use healing honey on any creature within 30 feet of you.
One with the Swarm
When you reach 14th level, your body evolves to better work with your swarm. You gain a pair of bee wings, giving you a flying speed of 20 feet. In addition, you can grow a stinger full of lethal venom. Once per long rest when you hit with an unarmed strike, you can impale the target with your stinger and force them to make a Constitution saving throw against your spell save DC, dealing an extra 10d10 poison damage on a failed save. Immediately after you use the stinger, you lose hit points equal to half of your hit point maximum.
Previous Versions
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