Druid
Base Class: Druid

A flight of butterflies, a nest of centipedes, a cluster of spiders, a cloud of fireflies. Druids of the Swarm choose to eschew the bestial call of their brethren and instead focus on the smaller spectrum of nature's creatures, offering up their physical bodies to become nest, host, and hive. Through this intimate relationship, they practice and observe, eventually learning how to dismantle their physical being into becoming not just one, but several with the land.

 

Swarm Spells

Your deeper connection to the insect world allows you to call on their aid with authority and adapt some of their traits. You learn the infestation cantrip (or another cantrip if already known). When a creature is affected by this spell, you can choose to either add your spellcasting ability modifier to the damage, choose the direction your target flees, or harry the target an additional 5 feet in a random direction.

At 3rd, 5th, 7th and 9th levels you gain access to additional swarm spells. Once you gain access, 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.

 

Level

Spells

3rd

Web, Spider Climb

5th

Water Walk, Fly

7th

Giant Insect

9th

Contagion, Insect Plague

Swarm Shift

At 2nd level, you may expend a use your Wild Shape as an action to break down your form into a swarm of insects. You inherit all the traits of a swarm, though the loss of health does not reduce your bite damage. The swarm resembles any insects you choose, but winged species may only levitate in their space and are not yet strong enough to truly fly. You may maintain this form for 10 minutes.

At 4th level your swarm becomes poisonous, gains 10 additional hit points, and inflicts an additional 1d4 damage as poison. These increase again every 4 levels thereafter.

At 8th level you gain the ability to fly while swarm shifted.

Cluster Burst

At 2nd level you may also use your Wild Shape to shift into a swarm for short powerful bursts at a time. Using your movement you explode into a fluttering cloud of insects before reforming in space you can reach on the same turn. You may use this ability once more within 1 minute without expending an additional use of Wild Shape. While in this form, you may pass through enemy occupied areas. Opportunity attacks may still be made against you, though you inherit the resistances and immunities of a swarm of insects.

Hollowed Husk

At 6th level, as a bonus action, you can 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 you are unencumbered, your weight is effectively zero. You can no longer, dash or jump, but you ignore movement penalties in difficult terrain. You can no longer grapple, but your speed cannot be reduced by non-magical means. You cannot gain altitude without a surface to "climb," but you are immune to damage from falling. Liquid surfaces are solid for you, though you still take half damage from harmful substances. This effect can be maintained one minute per druid level.

Hive Mind

At 10th level, insect plague can be cast with the following changes: You may choose which creatures in the area attacked and for whom the sphere is difficult terrain. Furthermore, while concentrating on this spell, as a reaction, you can focus the swarm to impose disadvantage or advantage on a roll made by a creature within its sphere.

Pack Concentration

At 14th level the practiced fracturing and reforming your physical being has granted you the ability to strengthen and protect your mental being as well. When you would lose a spell to a failed concentration check, the effects are instead suppressed until your next turn. On your turn, you can spend an action or bonus action (depending on the casting time of the original spell) to reinstate the spell without expending another spell slot. After using this ability, any failed concentration check dismisses a spell recovered in this way as usual.

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