Druid
Base Class: Druid

Before they appeared, were the days of mirth and tranquillity. Those days were bountiful with much revelry, where the Masters of the Arcane Order would host grand luncheons of jam, cakes, tea, and honey too. However, those days soon came to an end as without warning they appeared. Jackets of sickly yellow and ominous black, with sharp stingers and vicious jaws. They had but one thing on their malicious minds, to sow chaos and feast upon the sweet treats that lay helpless on tables and plates. They signalled their intent with the hateful droning of their wings, which mocked and jeered as they took their leave.

 The Archwizard, sage and wizened, laid out a decree to his devoted students. "Those willing to take up wands and magic against these fiends will be rewarded greatly". But none stood forth all too afraid of those beasts. But then, there was one who valiantly took charge to ward away these winged bandits. The very first Waspeteer. Soon, it became a tradition upheld by a brave few, these gallant knights of the Arcane Order who stride ahead to battle these creatures of wings and stings, of bites and bother... those damnable wasps!

- Excerpt from "The History of the Order of Waspeteers" by Archivist Jas'mon Del'orden

 As a Waspeteer, it is your duty to take charge and to do battle against the wasps and all those who stand with them. Summon weapons and armor to do battle against the buzzing horde and take the fight to the wasps' frontline.

Circle Spells

Your work toward attempting to control and ward off wasps to protect the Arcane Order has taught you to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level. Once you gain access to one of these spells, 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.

Circle of the Wasp Spells:

Tools of the Waspeteer

When you take this subclass at 2nd level, the undertaking of this role has granted you the understanding of important tools to protect from wasp stings and soothe those that you cannot avoid.

You gain proficiency in Alchemist's Supplies and Heavy Armour (as a student of the Arcane Order, you have no restrictions about wearing metal armor).

"It might be a prestigious title with generous benefits, but the role of Waspeteer at the Arcane Order is usually avoided by most folk because studying for exams whilst nursing a dozen wasp stings is terribly difficult." - Harpold Giddeon [Waspeteer Seargent - Class of 12XX]

Armory of the Waspeteer

Starting at 2nd level, you become an up-and-coming enemy of wasp-kind and as such require a wasp killing armoury. As an action, you can expend a use of your beast shape to summon one of the following items into a free hand (or donned on you) however, if you do not have a free hand, it instead appears in an unoccupied space within 5ft of you.

You are considered proficient with this item, which manifests until your next short or long rest.

Name Damage or Effect Properties Additional Feature
Waspeteer Blade 1d6 Piercing Finesse, Light Stinging Edge - When you make a successful attack roll with this weapon, as a bonus action you can inject a venom into the target. The target makes a Constitution Saving Throw vs your Spell Save DC, on a failure they take 2d6 Poison Damage and are Poisoned until the end of your next turn. You can do this a number of times equal to half your proficiency bonus (rounded up) per short or long rest.
Waspeteer Pike 1d12 Piercing Heavy, Reach, Two-Handed  Flight of the Waspeteer - If you move 10ft in a straight line before making an attack with this weapon, you deal an additional 1d12 piercing damage.
Waspeteer Bow 1d6 Piercing Range (80/320), Two-Handed Eyes of the Wasp-hunter - When attacking with this weapon ignore 1/2 and 3/4 cover, additionally you have proficiency in Wisdom (Perception) and Intelligence (Investigation) whilst holding this weapon.
Waspeteer Carapace 16 + Wis Mod (Max 2) AC Heavy Armor, Disadvantage on Stealth Protection of the Waspeteer - As a reaction, when you are hit with an attack you can increase your AC by your Wisdom Modifier until the end of your next turn. You can do this a number of times equal to half your proficiency bonus (rounded up) per short or long rest.
Waspeteer Buckler +2 AC Shield Perfect Parry - As a reaction, if an enemy misses an attack against you by 1, you can reflect their attack onto themselves instead, dealing additional damage equal to your Wisdom Modifier.

"A good Waspeteer knows their own strengths and their enemy's weaknesses. A smart Waspeteer knows their own weaknesses and their enemy's strengths. But I know one other thing, damn does honey taste good." - Alisha Reni [Waspeteer Lead Archer - Class of 10XX]

Built-up Sting Immunity

Reaching 6th level, you have suffered dozens of stings in your war against Wasp-kind, you have begun to build up an immunity to their vile venoms.

  • You are immune to the poisoned status.
  • You gain resistance to poison damage.
  • You gain resistance to piercing damage from attacks by creatures of your size or smaller.

Empowered Arsenal

Reaching 10th level, your endless battle against the wasps has taught you how to improve your arsenal to combat stronger foes. The items you can summon with the Armory of the Waspeteer feature gain the following improvements.

Name Empowered Additional Feature
Waspeteer's Sting (Waspeteer Blade) Potent Venom - The additional damage dealt by Stinging Edge increases to 4d6 Poison Damage and bypasses Poison Immunity (doing half damage instead).
Nest Breaker (Waspeteer Pike) Charge of the Waspeteer - If you hit a flying creature with an attack, they must make a Strength Saving Throw (DC 10 or Half Damage Dealt, whichever is higher), on a failure they are knocked prone.
Wasp's Woe (Waspeteer Bow) Volley of the Wasp-Hunter - As a bonus action, when you hit an enemy within 15ft of you, you can make an additional attack against them.
Honeyed Bulwark (Waspeteer Carapace) Honeyed Temptation - When you use the "Protection of the Waspeteer" feature of this armor, the last creature to hit you must succeed on a Wisdom Save vs your Spell Save DC or they are charmed by you for 1 minute. Whilst charmed the target cannot take any actions and must use their full movement to move towards you, if they take any damage this effect is dispelled.
Aegis of the Wasp-killer (Waspeteer Buckler) Golden Protector - Increases the parry range of "Perfect Parry" to 1-2 instead of just 1, additionally you can add your proficiency bonus to the damage dealt by "Perfect Parry"

"Fighting wasps is definitely good exercise, to think that I was sent to this stuffy school to "learn manners" and "curb my disobedience" but instead I got to slay a bunch of dumb bugs. Haha, I can't wait to see the look on Dad's face!" - Gromer Granitebreaker the III [Waspeteer Corporal - Class of 12XX]

Ultimate Wasp Nemesis

When you reach 14th level, you have become a master at fighting wasps and have learned how to take on magical aspects from them to continue the everlasting war.

As an action you can activate your ultimate Waspeteer Form gaining the following benefits for the next 10 minutes:

  • You grow insectoid wings and fine hairs on your body, gaining an 60ft fly speed and a climb speed equal to your walking speed.
  • Your coordination greatly improves, when you take the attack action, you can make an additional attack.
  • Your eyes become magically enhanced; you gain 30ft of Truesight and are immune to the blinded status.

You can use this feature once per long rest. You can expend a use of your beast shape to use this ability again.

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