Druid
Base Class: Druid

Druids of this Circle are those that have had their sacred ground infested by a swarm of insects that have bin cursed by dark magic or malevolent forces and seek to devour and drain the life from nature itself to fuel their power. These druids have their views twisted by the Swarm viewing nature as but a means to an end a resource to be devoured and drained to fuel their magic. Some seek to rid their circle of the Swarm so that they may reclaim their connection others embrace the Swarm and drain the life from the world to fuel their goals regardless of the consequences that follow.

Level 3: Infestation

At 3rd level when you choose this Circle select one of the following to infest your sacred ground – Spiders, Scorpions, Beetles, Ants, Wasps, Centipedes, Moths, Butterflies. You are able to summon a swarm of the chosen that occupies a 10ft square, obeys your commands, and lasts for 1 hour. The Swarm can paralyze creatures with a bite or by releasing spores from their wings the target must make a DC 13 Con saving throw or suffer 1d8 damage this damage is increased by 1d8 every 3 player levels. At 5th level the Swarm is able to devour a creature dealing 2d10 damage unless they make a DC 15 Saving throw this damage increases by 1d10 every 3 player levels. Additionally other creatures in a 30ft radius must make a constitution saving throw or become frightened.

Level 3: Swarm Shape

At 3rd level your physical appearance begins to show minor effects of the Swarms infestation. Your Wild Shape forms become tainted by the Swarm taking on a more insect-like appearance and gain the Spider Climb ability. While in Wild Shape you gain resistance to being stunned and paralyzed and you have proficiency in Charisma (intimidation). Additionally while in Wild Shape when you deal damage targets must make a Constitution saving throw or suffer the paralyzed condition for 1 minute.

Level 6: Hive Mind

At 6th level you are able to have your swarm take control of up to 3 creatures of medium size or smaller. The targets must make a DC15 Will Saving Throw and on a failed save become under your control for 24 hours. You are able to see through the eyes of any creature you control as well as speak through them telepathically from up to 150ft if they are capable of speech. When a creature under your control dies your swarm devours the corpse healing you for 2d10 hit points and any creature with in 15ft must make a constitution saving throw or become frightened for 1 minute.

Level 10: Devour Nature

At 10th level your swarm is able to devour nearby plants and animals that are medium size or smaller to heal you for 2d10 + your Con modifier Hit Points. Your appearance becomes more warped by the Swarms influence the skin on your chest and back becomes a tough exoskeleton and your saliva becomes a potent paralytic venom that stuns a creature for 1D10 minutes unless they make a DC 18 Con saving throw. Additionally you gain the Spider Climb ability and become immune to being stunned or paralyzed and resistant to being poisoned.

Level 14: Living Hive

At 14th level you appearance is severely warped by the Swarm that infests your sacred ground. Your swarm now resides within you always at your call and can be released as a bonus action on your turn. Twice per day you are able to summon 2 large size insects that are the same type of insect that makes up your swarm, you are able to give one or both of these insects a simple command as a bonus action. Additionally you take on physical traits of the insects that infest your sacred ground that manifest as one of the following:

Spiders – Four long spider legs sprout from your back and increase your movement speed by 25ft, you gain the Spider Climb ability, and you gain a +3 to Perception rolls.

Scorpions – You grow a scorpions tail and stinger that carries a toxic venom with in that inflicts the poisoned condition unless the target makes a DC 15 Con saving throw, one of your hands becomes a scorpions pincer with a +3 to grapple checks and saves.

Beetles/Ants – Your Strength is increased by +3 to a max of 20, you gain advantage on Constitution saving throws, and your carry weight is doubled.

Wasps – Your Dexterity is increased by +2 to a max of 20, you sprout wasp wings with a fly speed of 60ft, and you sprout a stinger from your forearm that is coated in your paralytic saliva and deals 3d8 + your Dex Modifier damage.

Centipedes – You become immune to being poisoned, gain advantage on all dexterity saving throws, your Constitution increases by +2 to a max of 20, and one of your arms becomes a living centipede under your control.

Moths/Butterflies – you sprout Moth/Butterfly wings, your wisdom score increases by +3 to a max of 20, you gain +3 on Persuasion or Intimidation rolls, and you have advantage on Stealth checks while flying.

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