Druid
Base Class: Druid

You grew up making friends with spiders, preying mantises, flys, ants, bugs of all kinds. One day you try to save the life of a wood nymph sadly you fail but as a dying gift she grants you the ability to host bugs of all kinds in your pores, you also gain the ability to speak to all Insects. You've become their Queen or King of all Insects.

Swarm

 

At level 2 

You can only activate two bugs at one time.

 

Trackers can last 5 days away from you they look like aphids so easily hid amongst your prey when they are more then 5 days away you loose connection and they fly away 

Flying Termites You can also send your swarm to chew on the straps of armor which can weaken it and even break it. They look like termites with wings 

Attack Bugs: which inflict 1d4 damage and on fail con save poisoning that does 1d4 poison damage per round with fail con save. They look like oversized waspd

Magic Detectors: Detect Magic creatures and items near you with these snail like creatures glow when magic is near

Adhesive flying Spiders: to make others slowed or to allow you to climb, these spiders fly above your landscape laying their webs upon the land (can grant the web climb ability to 3 creatures and your allies are not slowed) on a failed dex save the creature becomes entangled and are grappled and must make a strength save to break free but as long as they are on the web surface they are slowed.

Burrowers: like flees that do 1d6 damage per-round if creature fails con save but can take a full turn to remove them they also give dis advantage to consentration and attacks, 

Acid Cloud:  a swarm of flying stink bugs release an acid cloud on failed con save creatures takes 1d12 acid damage

Armor: which gives you a plus 2 temp ac when activated,

Scouts that look like flying ants can fly 120 ft from you max 2 locations which make it so you can take a action to see through their eyes but you need to take your bonus action to come back or your action on the turn you wish to return on if you fail to use your bonus the same round you use the scouts(you can use spells that can be casted as a bonus action when using the scouts it also extends the range of the spell (like a familiar)when using their eyes so if you decide to stay in scout form you can use spells at those ranges and move the swarms 60 feet at a time, but gives advantage against attacks on your body, as you become like a shell

Healer ants that can heal you or a player 1d6 up to 4 times with a long rest to reset the rolls to full.

 

 

Hunter

At level 6 You can have up to 15 kinds of bugs at a time with research and egg hunting you currently have 9 types

 

To find new breeds of bugs it is up to the dm to create different bugs. You must roll a investigation than a animal handling check to start communication than a persuasion check to see if they will give you some eggs.

 Dm will roll a 1d100 to decide rarity of bugs you find 1 to 49 common 50 is rare 51 to 99 uncommon 100 legendary 

(The better the roll the better the abilities of the bugs)

Eggs then take minimum of a week of incubation on your Fungal follower you get at level six.

 

Fungal Follower

At level 6 you gain a Fungal follower can incubate up to 4 eggs at a time and hold onto 100 breeds maximum

If you've had an breed once you can always stash it away in your fungal follower to make room for a new bug type.

Cross Breeder

At level 10 you can cross breed the bugs so now you can decide to maks a new bug that has the ability of two species you can change these form ups at any time but can only have up to 15 bug types to activate at a time at level 14 you can expand that list to hosting 25 types of bugs to activate at a time

List of current bugs

1 trackers

2 attackers

3 burrowers

4 clouds

5 scouts

6 healers

7 adhesives

8 magic detectors

And 9 armor

Swarm upgrade

At level 6 you can activate 3 bugs at a time

Crossbred Breeder

At level 14 you can breed Crossbred bugs with other bugs

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

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.

Circle Spells

At level 3 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.

 

Darkvision, Giant Insect, Insect Plague, Mold Earth, Pass without Trace, Speak with Plants, Spider Climb, Water Walk, Web

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle Of The Arthropod Image

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