Druid
Base Class: Druid

Druids who are part of the circle of the hive turn into swarms of animals to overwhelm their foes with sheer numbers. In conversation, they often refer to themselves as "we" or "us", and tend to have some disconnect from the concept of self.

 

Shape of the Swarm

You may transform into swarms of beasts when using a Wildshape form. You may choose to describe the swarm as being made of any animals you like. 

You automatically have access to all swarms of beasts found in the Monster Manual as if you had seen them, but must see any others to be able to transform into them. In addition, you have the following requirements for the Challenge Rating of your Swarm Wild Shapes, in place of the Beast Shapes table you use for non-swarm Wildshape. Certain shapes will have modified traits depending on whether or not they have a fly speed.

All other Wildshape restrictions apply as normal, except for Challenge Rating, which instead uses the table below. 

Swarm Shapes
Level Max. CR Modifiers Example
2nd 1/2 flying speed removed, if present Swarm of Beetles
4th 1 flying speed halved,  if present Swarm of Quippers
8th 2 flying speed=walking speed, if not present Swarm of Poisonous Snakes

 

 

Circle Spells

When you take this subclass at level 2, and again at certain levels, you gain certain additional spells as listed here. These spells automatically are prepared for you.

druid level Spells

2nd

hunter's mark, mage armor

3rd

spider climb, warding bond

5th

fly, tongues

7th

arcane eye, giant insect

9th

hold monster, telepathic bond

Strength in Numbers

Starting at 6th level, you have learned to act in perfect synchronicity with your allies and dance around your enemies while you target their weak points. You no longer treat other creatures as difficult terrain, and your attacks are considered magical for the purposes of overcoming resistance to nonmagical damage.

In addition, you have learned to protect the hive even at the cost of your own, replenishing your numbers with a vengeance. When you take non-psychic damage from a source you can see, you may use your reaction to gain temporary hit points equal to half your druid level+your wisdom modifier. This bypasses the Swarm traits restriction on temporary hit points.

Many Minds

When you reach 10th level, your consciousness has expanded into a hivemind. You gain resistance to psychic damage.

gain advantage on saving throws against being charmed, frightened, and effects forcing you to take specific actions. When you finish a long rest, you can choose a number of willing allies equal to your proficiency bonus the above to receive the above benefits, which last until you take another long rest. While an ally is under these effects, you can also see through their senses while they are within 60 ft of you (no action required), allowing you to benefit from any special senses they have as if you had them. For example, if an ally with blindsight can see an invisible creature, that creature is no longer considered invisible to you. 

In addition, you have advantage on Constitution saving throws that you make to maintain your concentration.

Force of Nature

When you reach 14th level, your strength has become unmatched in both body and mind. You have advantage on intelligence and wisdom saving throws, and you no longer need to make saving throws to maintain concentration on spells.

In addition, when you are transformed into a Swarm, your attacks no longer deal half damage once you are reduced below half your maximum hit points.

 

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