Druid
Base Class: Druid

When Druids take this circle, they become a hive leader of a creature of their choice and often have them build their colony into their own body, growing as they grow. They believe that this colony is now part of them, and are more noble than any legendary beast. Eventually these circle druids become highly resistant to many things due to evolution. 

Halo Of Swarms

At 2nd level, You are surrounded by invisible, necrotic insects that are harmless until you unleash them on a creature nearby. When a creature you can see a creature within 10 feet of you, you can use your bonus action to deal 1d4 necrotic damage to that creature 

The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Swarm

At 2nd level you gain the ability to channel magic via your swarm. As an action, you can expend a use of your wild shape feature to awaken your swarm for 10 minutes, rather than transforming into a beast form and you gain 4 temporary hit points for each level you have in this class. While this feature is active the following effects can take place;

  • When you deal damage with Halo of Swarm, roll an additional die and add it to the total.
  • When you restore hit points to yourself or an ally, roll an additional die and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage (1d10 at level 14).

These benefits last for 10 minutes, or until you lose all temporary hit points,.

Circle Spells

Your connection to your swarm grants you the ability to cast certain spells at 2nd, 3rd, 5th,7th and 9th level when taking this druid circle. 

Once you gain access to a spell with this circle you will always have it prepared, and it does not count towards the number of prepared spells you have each day. If you gain access to a spell that does no appear on the Druid spell list, it is counted as a druid spell for you.

Druid Level

Spells

2nd

Infestation, Unseen Servant, Inflict Wounds

3rd

Gentle Repose, Web

5th

Gaseous Form, Plant Growth

7th

Blight, Giant Insect

9th

Cloud Kill, Insect Plague

Swarming Body

At 6th level, your swarm gains the ability to adapt to damages. If yourself, or a creature friendly to you is attacked within 10 feet of you, you can use your reaction to command the swarm to cover that chosen creature with your swarm, granting one of the following effects until the start of your next turn (of your choice); 

  • A bonus AC equal to your Wisdom modifier.
  • Temporary hit points equal to the level in this class.
  • A bonus to a saving throw equal to your Wisdom modifier. 
  • Gain a flying speed of 10 feet and can hover.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Nesting Ward

At 10th level, as your swarm grows a stronger symbiose with you, part of the is able to temporarily exist outside the host body. When damaging a creature when the swarm is awakened you can force it to make a wisdom saving throw against yours spell dc, or become Warded taking 1d6 necrotic damage at the start of your turn, It can remake the save on each of its turns. If the warded creature dies it becomes a Nesting Ward allowing you to do the following;

  • You or an ally can walk over the nest to restore 2d10 + wisdom modifier hit points, consuming the Nesting Ward.
  • As a bonus action you can reposition yourself to a wards location within 150 feet, while not provoking opportunity attacks.
  • As an action you can use a wild shape charge to produce a swarm of insects (of your choice) taking initiative straight after you, this consumes the Nesting Ward.
  • You can use a reaction to erupt it dealing 5d6 necrotic damage on a dexterity saving throw against your spell dc, half on a success.
  • If you have a Nesting ward active and are reduced to 0 hit points, all wards are consumed and to the amount of wards consumed restoring d4 hit points.

You can have as many wards equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Hive Sanctuary

At your 14th level, Your swarm has grown into a large hyper colony. Your Swarm Form now only ends when you decide to end it, additionally your Symbiotic Swarm can be manipulated in multiple ways increasing your potential or the environment around you. If you are missing a body part while the swarm is awakened, the swarm replaces it.

While your Swarm is awakened, you have a AC bonus equal to your wisdom modifier and cannot be critically hit unless incapacitated. Additionally, while the swarm is awakened {Spell}Warding Wind{/spell} is cast without needing a spell slot, or needing concentration using the swarm instead of wind.

 

 

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