Base Class: Druid
A swarm of bees, an army of ants, a parade of spiders; Druids of the swarm share a bond with the smallest creatures of nature. Through trust and bonds with the insects, they offer their own body as a host to the creatures. A druid of the swarm has learned that even the smallest of creatures become a threat when they swarm and work together. You have become bonded with the insects that your body now hosts, you both rely on each other.
Bonded Swarm
At 2nd level you may choose one type of insect that your body hosts a colony for.
Inner Swarm
Also 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 your insect swarm.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Circle Spells
Your connection and bond to the swarm of insects that your body now hosts has infused you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells of the 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 |
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3rd |
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5th |
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7th |
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9th |
Swarming Recovery
Starting at 6th level, you are resistant to poison and poison damage. The swarm that lives in your body will do whatever it takes to protect its' host. You may have your swarm retreat from your body as a reaction to take half damage from any attack against you. You must perform a long rest to do this again.
Nature’s Ward
When you reach 10th level you are immune to poison, and you may have your swarm leave your body to cure any non-magic poison in any living creature around you. You can only do this once after every long rest.
Vessel of the Swarm
When you reach 14th level, creatures of the natural world sense the swarm within your body and become hesitant to attack you. When anything attacks you, that creature must make a Constitution saving throw against your druid spell save DC. On a failed save, the creature takes 2d8 piercing damage. On a successful save, the creature only takes half.
As an action you may send your swarm out to attack, dealing 7d8 + wisdom modifier piercing damage. The target may make a Dexterity saving throw, on an 18 or higher they save and only take half damage. If you are currently being attacked and send your swarm after the attacker, they will fighter harder, dealing an extra d8 damage.
Previous Versions
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9/30/2021 10:50:00 PM
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12/9/2021 8:50:28 AM
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1/13/2022 12:24:34 AM
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