Druid
Base Class: Druid

You appreciate the little things in life, literally. You know that insects and bugs contribute heavily to the flow of nature, and have immense power relative to their size. Whether you physically embody these powers, control a swarm of insects that you influence, or simply imitate them magically, you take those powers and bolster yourself in ways others could only imagine.

Level 3: Circle of the Insecta Spells

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

Insecta Spells
Druid Level Spells
3 Ray of Sickness, Web
5 Fly
7 Giant Insect
9 Insect Plague

Infestation Improvement

Your control over insects allows you to increase their power and can dictate their choices.

You know the Infestation cantrip. If you already know it, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known
When you cast the Infestation cantrip you can modify it to be a ranged spell attack instead of a Constitution save, deal d8 damage instead of a d6, you can choose the direction they move.

Level 3: Bugs' Blessing

Your connection to the small creatures of the earth allows you to channel their abilities into yourself. You gain one of the following feature options of your choice. Whenever you finish a Short or Long rest, you can replace the chosen option with the other one.

Common House Spider. You gain a climbing speed equal to your walking speed.

Earthworm. Gain a tremor sense of 20ft.

Common Clothes Moth. You have darkvision out to 120 feet. If you already have darkvision, its range increases by 90 feet.

Level 6: Insectoid Endurance

As your powers over insects increase, you feel your physical self imitate their strength, scaled to your size.

You have resistance to Poison damage, have immunity from the poisoned condition, are immune to disease, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and can add your Wisdom modifier to Constitution save to maintain Concentration.

 

Level 10: Bugs' Boon

 You are now able to embody even stronger abilities based from your insectoid friends. You gain one of the following feature options of your choice. Whenever you finish a Short or Long rest, you can replace the chosen option with the other one.

Southern Giant Darner. You gain a Fly speed of 60ft and can hover.

Diabolical Ironclad Beetle. You gain a bonus to your AC equal to your Wisdom modifier.

Bombardier Beetle. When you take the Attack action on your turn, you can replace one of your attacks with a corrosive blast in a 60-foot Line that is 10 feet wide. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 6d8 acid damage. On a successful save, a creature takes half as much damage. You can use this attack a number of times equal to your Proficiency Bonus plus your Wisdom Modifier. You regain all uses when you finish a Long rest, and half when you finish a Short rest. 

Level 14: Small One's Deity

You now have total control over all insects.

You gain an additional option from both Bugs' Blessing and Bugs' Boon.

As a Magic action, you can expend a use of your Wild Shape and cause a swarm of insects to cover a 60 foot cube within 120 feet of yourself. The area becomes difficult terrain, is shrouded in darkness, and for every 1 foot a creature moves through it, they take 1d4 poison or piercing damage. When you take this action you can choose any number of creatures to be unaffected. 

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