Ranger
Base Class: Ranger

Hive Lord Magic: star at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Entomologist Spells Table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hive lord spells 

Ranger level and the spells 

  • 3rd level you can use command 
  • 5th level you can use web 
  • 9th level you can use Hypnotic pattern 
  • 13th level you can use confusion 
  • 17th level you can use Synaptic Static 

Call Drone: At the 3rd level, you learn how to summon an aberrant spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within 10 feet of you. The spirit uses the Insect Drone stat block below. You can have only one spirit at a time spirit disappear if it is reduced to 0 hit points for after 1 hour. You can dismiss it early as a free action. You may use this and regain all uses after you finish a long rest. when you a spirit, its appearance and choose Bulwark beetle, Stinger Wasp, Trap Spider, or Dew Fly. The spirit physically resembles your choice of insect drone, which also determines traits in its stat block. The spirit is friendly to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. You can telepathically issue commands to it while on the same plane of existence and it obeys any command that you issue to it (no action required by you). if you don't issue any, it defends itself but otherwise takes no action. The spirit cannot use reaction if not specified otherwise. You can summon and control an additional spirit at 7th and 11th level. You cannot a type of type drone you already control. 

Hive Mind: At the 7th level, you can use an action to make a creature within 90feet of you with a psychic tag for 1 minute. Any damage dealt by your weapon attacks or your drones to the marked creature changes its damage type to psychic. You need to finish a short or long rest before you can use this feature again.

Savage Swarm: At the 11th level, your drones gain additional action you can use while controlling them, as detailed in the Insect Drone stat block. Furthermore, if you Drones are forced to make a saving throw, they can use you modifiers instead. 

Metamorphosis: At the 15th level, your psychic connection to the far realm allows you to summon stronger spirits. When summoning a spirit you now can choose either Adamantine Beetle, Executioner Wasp, Hunter Spider, or Vitality Fly. They retain all the Abilities of their previous forms in addition to the abilities detailed in the Evolved Drones table below.

Evolved Drones

Drone type Metamorphosis

  • Adamantine Beetle: The AC of the beetle increases = your WIsdom modifier. Additionally, when a creature moves into 5ft of the beetle it can use a reaction to make a pincer attack against the creature. 
  • Executioner Wasp: The wasps flying speed id increased by 10 feet. Additionally, when using its stinger action to attack a creature, it can attack again using its bonus action. 
  • Hunter Spider: The spider can now trap up to three creatures,  in range using its Web Shot action. Additionally, the range of the Web Shot is Increased to 60ft. 
  • Vitality Fly: The Range of Cloud of Vitality is increased to 30ft and the amount of healing done increased by 2d8.

I'm sorry that Synaptic Static was unable to add do to the subclass. Please forgive me.

Call Drone

At the 3rd level, you learn how to summon an aberrant spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within 10 feet of you. The spirit uses the Insect Drone stat block below. You can have only one spirit at a time spirit disappear if it is reduced to 0 hit points for after 1 hour. You can dismiss it early as a free action. You may use this and regain all uses after you finish a long rest. when you a spirit, its appearance and choose Bulwark beetle, Stinger Wasp, Trap Spider, or Dew Fly. The spirit physically resembles your choice of insect drone, which also determines traits in its stat block. The spirit is friendly to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. You can telepathically issue commands to it while on the same plane of existence and it obeys any command that you issue to it (no action required by you). if you don't issue any, it defends itself but otherwise takes no action. The spirit cannot use reaction if not specified otherwise. You can summon and control an additional spirit at the 7th and 11th level. You cannot a type of type drone you already control. 

Hive mind

 

At the 7th level, you can use an action to make a creature within 90feet of you with a psychic tag for 1 minute. Any damage dealt by your weapon attacks or your drones to the marked creature changes its damage type to psychic. You need to finish a short or long rest before you can use this feature again.

Savage Swarm

 

At the 11th level, your drones gain additional action you can use while controlling them, as detailed in the Insect Drone stat block. Furthermore, if you Drones are forced to make a saving throw, they can use you modifiers instead. 

Metamorphosis

 

At the 15th level, your psychic connection to the far realm allows you to summon stronger spirits. When summoning a spirit you now can choose either Adamantine Beetle, Executioner Wasp, Hunter Spider, or Vitality Fly. They retain all the Abilities of their previous forms in addition to the abilities detailed in the Evolved Drones table below.

Evolved Drones

Drone type Metamorphosis

  • Adamantine Beetle: The AC of the beetle increases = your WIsdom modifier. Additionally, when a creature moves into 5ft of the beetle it can use a reaction to make a pincer attack against the creature. 
  • Executioner Wasp: The wasps flying speed id increased by 10 feet. Additionally, when using its stinger action to attack a creature, it can attack again using its bonus action. 
  • Hunter Spider: The spider can now trap up to three creatures,  in range using its Web Shot action. Additionally, the range of the Web Shot is Increased to 60ft. 
  • Vitality Fly: The Range of Cloud of Vitality is increased to 30ft and the amount of healing done increased by 2d8.

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