Druid
Base Class: Druid

Submit to the Power of the Colony

Druids of the Circle of the Swarm forgo the usual fascination with nature as a whole, instead focusing on the crawling things that gather in groups in the shadows of rocks or beneath the bark of still-living trees. Through both study and embodiment of what many would consider pests, Druids of this Circle gain access to unique abilities that replicate those of insects. Through determination and service to the colony, this Druid is a powerful asset to any team.

Circle of the Swarm Spells

When you reach a Druid level specified in the Circle of the the Swarm Spells table, you thereafter always have the listed spells prepared.

Circle of the Swarm Spells
Druid Level Spells
3rd color spray, poison spray, web
5th fly, vampiric touch
7th aura of life, giant insect
9th antilife shell, insect plague

One With the Horde

As a Bonus Action, you can expend a use of your Wild Shape feature to surround yourself in a flurrying swarm of insects. The swarm manifests as a 5-foot Emanation that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When a creature ends its turn inside the Emanation, the creature must succeed on a Constitution saving throw against your spell save DC. The creature takes Necrotic damage on a failed save, or half as much damage on a successful one. Allies always succeed on this saving throw. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

The size of the Emanation increases by 5 feet at Druid levels 6, 10, and 14.

Crawling Companionship

When you cast Find Familiar using your Wild Companionship feature, it can manifest as a Swarm of Insects instead of the usual allowed forms. As a reaction, you can command your familiar to take the Attack action on its turn.

Additionally, you can cast Animal Friendship an unlimited number of times with this trait, but you can target only insects with it.

Colonial Ontogeny

When you finish a long rest, you can select a number of willing creatures equal to your Druid level to make a part of your colony. Traveling more than 500 feet away from you or entering a different plane of existence causes someone to leave the colony. Being part of your colony confers three benefits, as detailed below.

Group Healing. When one member of the colony receives hit points from a spell, all other members of the colony gain half that number of temporary hit points.

Active Antennae. Members of the your colony know the location of other members of the colony, and you can target members of your colony with any spell that allows you to communicate, even if you cannot see them.

Familiar Pheromones. Members of your colony take no damage from your One With the Horde Emanation.

Vermin Anatomy

Your connection to the swarm changes your body to match those of insects. You gain one of the following options of your choice, choosing another option at Druid levels 10 and 14.

Barbed Maxillae

You gain a bite attack, which does damage equal to your levels in the Druid class. As part of an attack with the maxillae, you can attempt to Grapple a creature with your mouthparts. While a creature is Grappled in this way, you cannot use your bite attack without releasing the grapple.

Chitinous Resilience

You gain immunity to poison damage and being poisoned. Additionally, any critical hit against you counts as a normal hit instead, unless you're incapacitated.

High Fibre Cocoon

As an action, you can spin yourself a cocoon and remain there for 3 turns. While in the cocoon, your AC becomes 25, and you have advantage on Strength and Constitution saving throws. If you are in the cocoon at the end of your turn, you can expend one Hit Die to regain Hit Points.

While in your cocoon, you are Prone, your speed is 0 and can’t increase, you have Disadvantage on Dexterity saving throws, you can’t take Reactions, and the only action you can take is a Bonus Action to emerge from the cocoon. You exit the cocoon early if you exit as a Bonus Action, take Fire or Slashing damage, or have the Incapacitated condition.

Hydraulic Joints

You gain proficiency with Strength saving throws, and Strength (Athletics) checks. If you already have proficiency with Strength (Athletics) checks, you gain Expertise in it.

Ommatidia

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you choose this option, its range increases by 60 feet. Once per day, you can cast True Seeing on yourself without any material components.

Saltatorial Joints

Your movement speed increases by 10 feet, and you can cast Jump on yourself a number of times per long rest equal to your proficiency bonus without expending a spell slot.

Insectoid Commandment

As a bonus action, while manifesting the Emanation of One With the Horde around yourself, you can command the Emanation to move up to 60 feet away from you. At any time, you can use your reaction to cause the Emanation to move up to 20 feet or return to you.

Additionally, you can target creatures inside the Emanation with spells with a range of touch.

Lord of the Swarm

Your One With the Horde Emanation confers two more benefits while active, as detailed below.

Thoracic Wings. You gain a Fly Speed equal to your Speed.

Arthropose Resilience. You are immune to being blinded, charmed, and frightened.

Additionally, when you use the Insectoid Recall action, instead of returning the Emanation to yourself, you can manifest it around a member of your colony within 60 feet of the Emanation. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

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