Druid
Base Class: Druid

You were that weird kid in high school who ate ants just cause

 

*****Circle Spells are being weird so writing them here.*****

3rd level: Spider Climb, Web

5th level: Conjure Animals, Gaseous Form

7th level: Giant Insect, Blight

9th level: Cloudkill, Insect Plague

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

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of 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.

Arctic
Druid Level Spells

3rd

hold person, spike growth

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Coast
Druid Level Spells

3rd

mirror image, misty step

5th

water breathing, water walk

7th

control water, freedom of movement

9th

conjure elemental, scrying

Desert
Druid Level Spells

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, insect plague

Mountain
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

Swamp
Druid Level Spells

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
Druid Level Spells

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

Living Hive

At 6th level, you gain the ability to breed and sustain insects within your own body. Any insect you breed will listen to any telepathic commands you give them and they are able to reduce their size to fit inside your body for travel.

  After you finish a long rest you can breed any of the below insects. These insects do not require food, but instead require hive points. The amount of Hive points you have are equal to half your Druid level rounded down + your Wisdom modifier.

Blast Beetles

Costs 2 Hive points and breeds 4 Blast Beetles. As an action you may have a Blast Beetle fly at target creature within 60ft of you, Make a ranged attack, on a miss the beetle returns to you, on a hit It explodes dealing 2d8 to the initial target and each creature within 5ft to take half damage.

  This damage increases by 1d8 at 11th level (3d8), 17th Level (4d8)

Elemental Spit Beetles

Cost 3 Hive Points and Breeds 2 Spit Beetles of either Acid, Cold, Fire, Lightning, or Poison and can only have one type of element at a time.

  Spit Beetle stats.

Speed: 30ft, Climb Speed: 30ft

Bug Climb.: The Beetle can climb difficult surfaces, including upside down ceilings, without needing to make an ability check.

Senses: Blindsight 10ft, Dark vision 60ft, Passive perception: 10

Resistance: Element of chosen type

AC: 14

Str: 14

Dex: 16

Con: 14

Int: 2

Wis: 11

Cha: 4

  Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d8+3 piercing damage, and the target must make a DC 13 Strength saving throw, 2d8 Element damage on a failed save, or half as much damage on a successful one.

  Elemental Spittle (Recharge 5-6): Ranged Weapon Attack: +5 to hit., one creature. Hit: 2d8+3 Element damage

Noxious Roach

Costs 6 Hive points to breed 1 Noxious Roach.

Armor Class 14 (natural armour)
Hit Points 60
Speed 20 ft., Climb 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP)


Bug Climb. The roach can climb on difficult surfaces such as a ceiling without an ability check

False Appearance. While the roach remains motionless, it is indistinguishable from a patch of fungi.

Poison Spores. When the roach takes damage, it releases a cloud of spores. Creatures within 5 feet of the roach when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Real Pest: If damage reduces the roach to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken. On a success, the roach drops to 1 hit point instead.

ACTIONS

Multi attack: The roach makes two attacks, One with its Bite and one with its Slam if it grapples a target.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage plus 1d10 poison damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the roach can't bite another target.

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 3 bludgeoning damage.

 

Spy Fly

Cost 1 Hive point and breeds 1 Spy Fly, limit 1. The Spy Fly has 1 HP,  it shares your Wisdom score, a Dexterity score of 20 with an AC of 15 and adds your proficiency to its Dexterity (Stealth) Ability checks

Swarm of Insects

Costs 2 Hive points to Breed 2 Swarm of Insects. (See MM)

Tank Beetle

Cost 3 for 1 Tank Beetle, limit 1. You grow an absurdly large beetle that is large enough for you to ride on. It has the statistics of a Heavy Warhorse but is capable of Hovering 5 feet off the ground for one turn but after doing so it must rest of three rounds before it can hover again.

Durable Exoskeleton

When you reach 10th level, you can expend your wild shape to give all active insects resistance to all non magical damage for 1 minute. Additionally, you are immune to poison and disease.

Increased Vitatlity.

When you reach 14th level, your insect summons become more resilient. Your active insect gain Hit Points equal to 2 times your Druid level.

Previous Versions

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7/23/2019 1:43:28 AM
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