Cleric
Base Class: Cleric

The small, cloaked figure raised their arms, emitting a loud drone, not unlike that of a swarm of bees. Wordlessly, the other figures around them surged forward to strike. The hired exterminators turned to run, but found themselves firmly rooted in a quagmire of honey and wax, their fate sealed as the hive descended upon them.

Worshipping a nature god, but focusing on the intricacies of the lives of bees, this cleric uses their holy connection to bring others into their hive, embracing them into their family. They support their kin while disabling those who would dare to exterminate the hive. They value friendship, teamwork, and loyalty above all, and know that even the sweetest honey can come with  the strongest sting.

Bumblebody

When you take this domain at level 1, your body begins to shift and change to embody the power of the hive.

You gain the following changes in appearance and abilities:

  • Your hair becomes yellow and black.
  • You gain antennae on your head. As an action, you can activate them to gain blind sense out to 30 feet for 1 minute. Once you use this feature, it cannot be used again until after your next short or long rest.
  • You sprout bee wings on your back, but they are too small to allow you to fly.
  • Your unarmed strike becomes a sting attack that deals 1d4 + your wisdom modifier poison damage.
  • You can spend 1 minute to produce enough honey to sustain 1 creature for 1 day. Once you use this feature, it cannot be used again until after your next long rest.

Domain Spells

You gain domain spells at the cleric levels listed in the Honey Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells

1st

Entangle, Speak with Animals

3rd

Blur, Web

5th

Leomond's Tiny Hut, Slow, Spirit Guardians

7th

Giant Insect, Polymorph

9th

Commune with Nature, Insect Plague

Hive Mind

Once per long rest, you can incorporate other creatures into your hive mind. You can spend 10 minutes and choose 7 willing creatures to incorporate into the hive.

While part of the hive, the creatures gain the following abilities:

  • They can communicate telepathically with any and all other creatures of the hive.
  • They can use the help action as a bonus action when using it on another member of the hive.

You are always considered part of the hive.

The number of creatures you can incorporate increases to 8 at level 6, 9 at level 12, and 10 at level 18.

Channel Divinity: Honeyed Words

Starting at 2nd level, you can use your Channel Divinity to lace your words with the intoxicating nature of honey.

As an action, you can spend one use of your Channel Divinity to grant yourself advantage on all Charisma skills and ability checks for 1 hour.

At level 12, you can use this ability on another willing creature.

Channel Divinity: Manifest Hive

At level 2, you can call the hive forth into the physical world, manifesting its properties around you.

As an action, you can spend one use of your Channel Divinity to manifest the hive. When you do, the ground around you in a 30 foot radius circle becomes filled with burbling honey and wax, creating difficult terrain for all creatures outside of your hive. While this is active, you and other members of your hive are unaffected by difficult terrain while walking within the circle. The circle moves with you, and it lasts for 1 minute or until you are incapacitated or die.

Body of the Swarm

When you reach level 6, your body merges further with the swarm, and you become the embodiment of the many bees in your hive. Your body dissolves from a single organism into a swarm of bees, approximating the shape of a humanoid. Your clothes and items remain attached to your body when in this form as if your were still humanoid, and you are still able to activate, use, wield, and otherwise benefit from them. You can spend one hour of prayer to swap your form between this and your original form. 

While in this form, you gain the following benefits and detriments:

  • You have disadvantage on all Charisma skills and checks made towards creatures other than bees and advantage on Charisma skills and checks towards bees.
  • Your stinger attack increases to 1d8 + your Wisdom modifier.
  • You can spend an action to gain a flight speed of 30 feet for 10 minutes. Once you use this ability, it cannot be used again until after your next long rest.
  • When you are below half health, your size decreases by 1 size category. When you are below one quarter health, it decreases by another size category. The minimum size you can reach via this feature is Tiny. If this reduces your size to Tiny, you gain a +2 increase to your armor class while you are that size. Your size reverts as you regain hit points. Your clothes and other equipment shrink and grow to fit your current size.
  • Your creature type becomes a swarm of tiny beasts.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

One With Bees

When you reach level 17, you become one with the bees. As an action, you can call forth your own personal swarm for 1 minute. This swarm takes up a 30 foot radius sphere, and lightly obscures the area within for all creatures aside from you and the members of the hive. When an enemy starts their turn in the swarm or enters it for the first time on their turn, they must make a Constitution saving throw equal to your spell save DC, taking 2d8 piercing and 2d8 poison damage on a failed save, or half as much on a success. On your turn, you can choose for your location to start anywhere within the swarm as a free action without provoking opportunity attacks and move within the swarm freely up to your movement speed without provoking opportunity attacks, or you can remain at its center and move the swarm with you equal to your movement speed. While in the swarm, your Manifest Hive becomes a sphere and you can communicate only telepathically and only with members of your hive. However, you can still cast spells with verbal, somatic, and material components. This effect lasts for one minute or until you are incapacitated or die, or you intentionally leave the area of the swarm. Once used, this ability cannot be used again until the next dawn.

Previous Versions

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