Druid
Base Class: Druid

You have wanted to admire and focus on the hunting ways of the eight legged beasts, and as you do so, spiders have accepted you into their ways of predation and you then become one with the web-weaving arachnids. 

Become the Swarm

At 2nd level, you gain the ability to become a swarm yourself. When you use Wild Shape, you can choose one of the following options in addition to your other options:

  • Swarm of Spiders

At Higher Levels. When you reach 6th level, the swarm you choose gains the ability to fly, and you can make one extra attack whenever you take the Attack action against any creature in your space. At 13th level, your swarm now is considered a large-size swarm and can make an additional attack for a total of 3 attacks.

WILD SWARM

Armor Class 11 + PB (natural armor)

Hit Points 6 + your Wisdom modifier + three times your druid level

Speed 30 ft.

STR
6 (−2)
DEX
15 (+2)
CON
13 (+1)
INT
—
WIS
—
CHA
—

 

Damage Resistances bludgeoning, piercing, and slashing

Condition Immunities grappled, paralyzed, petrified, prone, restrained

Senses the same as your normal senses

Languages cannot speak

Challenge — Proficiency Bonus (PB) equals your bonus

Swarm Body. You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny beast.

Thrash. You can use a bonus action to expend one spell slot to force each creature of your choice within 5 feet of you to make a Dexterity saving throw against your druid spell save DC, taking 1d8 bludgeoning, piercing, poison, or slashing damage per level of the spell slot expended on a failed save. You choose the type of damage dealt by this trait each time you transform into this form.

Actions

Bite. Melee Spell Attack: +(PB) to hit, reach 5ft, one target. Hit: 2d4 piercing damage + WIS Piercing Damage. In addition the target must make a CON saving throw equal to your spell save DC or take 2d4 Poison Damage and gain the poisoned condition. Ona. Successful save, the target takes half of the poison damage and there are no additional effects. 

At higher levels the damage is increased by 1d4 to both piercing and poison damage at level 5, 2d4 at level 11, and 3d4 at level 17.

Spider Familiar

Starting at 2nd level, you learn the Find Familiar spell that you can cast once per long rest without needing material components or expending spell slots. You can only choose spider.

In addition, you can use an action to turn your familiar into a giant spider. On reaching level 9, you can instead turn your spider into a Mammoth Spider. If you do so, your familiar can now take the Attack option. If your familiar is dropped to 0 HP while transformed, they instead revert back to the form they were prior to transforming. You can use this ability a number of times equal to your proficiency modifier, and uses are recovered on a long rest.

Circle Spells

Your mystical connection to the spiders infuse you with the ability to cast druidic circle spells.

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

blur, invisibility

5th

Leomund’s Tiny Hut, conjure animals

7th

freedom of movement, polymorph

9th

Insect Plague, contagion

Hollowed Husk

At 6th level, as a bonus action, you are able expend a use of your Wild Shape to perform a barely perceptible shift, achieving a delicate balance between your natural form and the swarm within. As long as your total carry weight is less that 10 times your Strength, your weight is effectively zero. This alters your movement in the following ways: You can no longer dash or jump, but ignore movement penalties in difficult terrain. You cannot gain altitude without a physical object to "climb," but your falling rate can be reduced to as little as 5 feet per round. Water and other liquid surfaces are solid for you, though you still take half damage from liquids what would cause physical harm. This effect can be maintained one minute per druid level. In addition, any attacks made in swarm form count as magical for the purpose of resistances.

Drider Form

Speed increases to 40 ft.

Darkvision available up to 120 ft.

The Arachne may move up, down, and sideways on vertical serfaces and upside-down on ceilings, while leaving it's hands free. The target also gains a climbing speed equal to it's walking speed.

When in Arachne form, you ignore all restrictions caused by webbing.

When in Arachne form, you can add your proficiency bonus to your stealth checks.

Web Attack: On a hit, you do 2d6 piercing damage plus wisdom modifier. The target must make a Constitution saving throw based on your spell casting save, or be poisoned, taking an extra 1d6 poison damage.

Wrapping: The Arachne may use a web slot to wrap a target in webbing using their web attack. The target must make a Dexterity saving throw based on your spell casting save, or be restrained. At the end of each of their turns, they may make a Dexterity saving throw based on your spell casting save to break free of the strong web. While restrained, creatures automatically take 2d6 poison damage when they end their turn in the poisonous web.

Exoskeleton: The Arachne may add their proficiency bonus to their Armor Class while in Arachne form.

Hidden Trace

At 10th level, you gain the ability to magically place your familiar on a creature to track the creature wherever they may go, extending the range the telepathic bond you and your familiar share out to anywhere within the same plane of existence, as well as the ability to utilize your familiar's senses. However, you cannot cast a spell through your familiar when this feature is active. A creature who is targeted by this feature can make a Perception (WIS) DC 20 check to perceive the familiar, and then smack it away. However, if they do not make the check, the familiar remains on the creature indefinitely, or until the familiar is dismissed by the druid.

While the Familiar is on the creature, the Druid can perceive the location of the familiar as long as that familiar is within 50 miles of the Druid.

Teeming Surge

At 14th level, whenever you use wild shape to transform into a swarm, you are able to choose up to 8 willing creatures that you can see within 60 feet of you and have them also wild shape into the same large-sized swarm, and also can make an extra attack whenever they attack. During this time, you all can telepathically communicate with each other. However, when you do this, your Wild Shape only lasts up to 10 minutes, or until you dismiss it.

If any of these creatures drop to 0 HP before the Wild Shape ends, they are returned to their original form.

You can do this once per short rest.

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Previous Versions

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1/13/2024 11:42:20 PM
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