Druid
Base Class: Druid

Druids who are members of the Circle of the Teeming Swarm find a strong bond with life's smallest creatures. Their affinity for insects may manifest from a childlike interest in the creatures that form the base of the world's chain of life. Although the smallest of all the Circles, druids of the Circle of the Teeming Swarm are able to manifest their powers in ways undiscovered by other druids, and jealously guard their secrets. These druids seek to help the world flourish through their power, and work in farmlands where food is scarce and magic is rare. 

Swarm Connection

When you choose this circle at 2nd level. You gain the ability to command insects. You may choose one of the following insect masteries:

Hive Master- Affinity with hive insects (e.g. bees, ants, wasps).
Venom Speaker - Affinity with venomous insects (e.g. scorpions, spiders, centipedes)
Blood Drinker - Affinity with parasitic insects (e.g. mosquitos, fleas, ticks)
Humble Warrior  - Affinity with insects with strong shells (e.g. beetles, locusts)
Golden Wing - Affinity with flying insects (e.g. butterflies, moths)
Quiet Crawler - Affinity with insects of the ground (e.g. earthworms, grubs)

You gain the ability to summon an animal companion in the form of a swarm of insects in the mastery you choose. If a swarm is exterminated, you can summon a new one during a long rest by spending at least 2 hours of work and 25gp. The swarm obeys your command as best it can. It rolls for initiative like any other creature, but you determine its actions. If you are incapacitated, the swarm works to protect you or attack the last creature that attacked you.

The swarm shares your proficiency bonus. This bonus applies to its AC, all of its saving throws, as well as attack and damage rolls. For each level after 2nd, the swarm gains an additional 1d8 hit die applied to its hit points. The swarm cannot regain hit points by natural or magical means, but you can spend time during a short or long rest to restore it to its maximum HP.

Circle Spells

Your mystical connection to insects infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that harness their powers.

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

web, pass without trace

5th

conjure animals, fly

7th

giant insect, confusion 

9th

insect plague, cloudkill 

Enhanced Insects

Starting at 6th level, your Swarm of Insects 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.

Form of the Insect

When you reach 10th level, you gain an additional wild shape - Giant Scorpion, and you are immune to poison and disease.

Hivemind

When you reach 14th 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 and take the hit instead.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2020 12:34:42 AM
9
0
1
Coming Soon
10/29/2021 1:43:21 PM
47
7
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes