Druid: Circle of the Swarm
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DRUID: CIRCLE OF THE SWARM Druids of the Circle of the Swarm or more commonly referred to as Swarmkeepers, see the natural world through the eyes of their insects and arachnids. They acknowledge the vital role they play in the balance of all things. From the simple pollination of a flower, to the crumbling infestation of a building, or the infected host carrying a egg and even the spreading of debilitating disease, is all within the privilege of the swarm creatures domain and the druids that care for them. Druids of this circle, seeing the rise of a swarm that blankets the lands of a civilization, destroying farmlands and causing famine as natural and not necessarily evil. Its when lands and nature becomes corrupted, twisted by malignant forces leading to insects and swarms to act unnaturally that provoke the ire of this druid. CIRCLE OF THE SWARM FEATURES Druid Level Feature 2nd Circle Spells, Swarmkeeper, Living Armor 6th Blood Swarm 10th Monstrosity Amity 14th Monstrous Extremity CIRCLE SPELLS Your amity with insects, swarms and knowledge of their behaviors reveals and grants you access to certain spells. At 2nd level you learn the infestation cantrip (XGtE). At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Swarm Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. CIRCLE OF THE SWARM SPELLS Druid Level Spells 3rd spider climb, web 5th fly, vampiric touch 7th blight, giant insect Sample9th contagfileion, insect plague SWARMKEEPER LIVING ARMOR Starting at 2nd level, you gain the ability to command a At 2nd level, you gain the ability to channel magic into swarm through the use of pheromones and magic. The nature, drawing insects to you, that form a suit of living swarm resides within a staff, a special gourd or the folds armor that protects and provides unique abilities. As an of your clothing. As a bonus action you can command action, you can expend a use of your Wild Shape feature the swarm to move and attack or issue other simple to call to the insects, rather than transforming into a commands like guard, follow or stay. If no command is beast form. While this feature is active, you gain the given, the swarm follows the last command to the best following benefits: of its ability or sits idle unless attacked, whereas it will defend itself. Your AC 15 + Dex modifier (max 2). This is The size of your swarm depends on your druid considered medium armor. level as shown in the Swarm Size table below. Follow You gain blindsight of 10 feet. the rules for swarm of insects (MM pg. 338) adjusting You gain a climbing speed of 20 feet. them slightly to fit the provided swarm sizes in this You get to choose one special ability from below: document. The swarm adds your proficiency bonus to hit and saving throws. Blood Drinker. When you make a successful unarmed strike against a creature with blood, they must make a SWARM SIZE Constitution saving throw against your spell save DC. Druid Level Swarm Size On a fail you get to roll an additional 1d4 piercing 2nd Small damage and gain the same number in temporary hit 6th Medium points. 10th Large Carapace. Damage you receive from bludgeoning, 14th Huge piercing and slashing is reduced by 3. You gain a 18th Gargantuan burrowing speed of 10 ft. If your swarm is harmed, lost or destroyed you can heal Deep Diver. You are able to hold your breath for or regain it after a short or long rest. 15 minutes underwater. You gain a swim speed of 20 ft. Additionally you receive the following benefits Homing Sense. When you activate this feature you can from Swarmkeeper: leave markers only detectable by you. While this feature You are not attacked by a normal insects or swarm is active you can follow these markers back to their of insects. They disregard you unless you attack origin. Markers last for 1 week before fading. them. Natural Camouflage. When you take the Hide action You are immune to the infestation and insect plague you can add +10 to your Stealth check. Your living spells. armor changes color and pattern to match your You gain advantage on saving throws verse surroundings. You can remain motionless for long poisons and gain resistance to poison damage. periods of time. Patterned Wings. You gain advantage on your charisma checks. In addition, as an action all creatures within 60 feet, except undead and constructs, must make a Wisdom saving throw against your spell save DC. On a fail they become frighten of you. This last for 1 minute, however at the end of a creatures turn, they can reroll the save end the effect. You can use this part of the feature once per Wild Shape. Additionally your considered to be under the affect of a feather fall spell. Poisonous. Your unarmed strikes deal an additional 1d6 poison damage. On a critical strike the target must make a Constitution saving throw against your spell save DC. On a fail they become paralyzed until the end of your Samplenext turn. You also igno re diffileficult terrain restrictions. Quick Slasher: You add 10 feet to your movement, your jumping distance is doubled, and your unarmed strikes do an additional 1d6 slashing damage. Silk Cocoon. You are able to spin a cocoon around BLOOD SWARM yourself before a short rest. After a short rest within the At 6th level, you can channel magic into your swarm cocoon, your Hit Dice are double for healing purposes making them even deadlier. As an action you can and all exhaustion levels are removed. However while expend a spell slot of any level, to magically bestow one in the cocoon you are considered blind and restrained. of the following: The cocoon can be attacked and destroyed (AC 10; Killer Instincts. The drive to kill sharpens into a frenzy. hp 5 + your Wisdom modifier; vulnerability to fire, Increase movement speeds by 10 ft. immune to bludgeoning, poison and psychic damage). When the swarm attacks it does so with advantage, It requires an action to free yourself from your own however attacks made against the swarm also gain cocoon. Additionally you can craft 5 feet of silken rope advantage. or a dozen spools of thread in a 1 hour time period. Your swarm counts as magical for overcoming Strong Hauler: You count for one size larger when resistance and immunity to nonmagical attacks and determining your carrying capacity and the weight you damage. can push, drag, or lift. Additionally you make all Parasite Layers. Your swarm lays parasitic eggs within Strength checks with advantage. the creature. On a successful melee attack the creature Wall Walker. You can climb difficult surfaces, including must make a Constitution saving throw against your upside down on ceilings, without needing to make an spell save DC. On a fail, 1d6 per spell slot level, of eggs ability check. Additionally you ignore movement are laid inside of creature. After 3 rounds the eggs hatch restrictions caused by webbing. into parasites that do 2 points of slashing damage per Water Dancer. You are considered to be under the egg, unless a cure disease was performed on the creature affects of a water walk spell. within the 3 rounds. After the damage is dealt, the parasite(s) die. This effect can only lay eggs once, per expended spell slot. A Wisdom (Medicine) check against your spell save DC recognizes the parasitic eggs inside the creature. Skin Burrowers. Your swarm begins to dig beneath the skin of the creature inflicting damage. On a successful melee attack, the creature must make a Dexterity saving throw against your spell save DC. On a fail, some of your swarm burrow into the creature causing 1d4 piercing damage per spell slot level. For next 3 rounds the creature takes the spell slot level + your Wisdom modifier in piercing damage, unless a cure disease is performed on the creature during one of those rounds. After the 3 rounds the burrowed insect dislodge from the creature after gorging themselves. This effect can only have the swarm burrow once, per expended spell slot. A Wisdom (Medicine) check against your spell save DC recognizes the burrowed insects inside the creature. Necrotic Flesh. The swarm’s bites and sting become extremely poisonous, causing the flesh to rot away and die. On a successful melee attack, the creature must make a Constitution saving throw against your spell save DC. On a fail, they take 1d4 poison damage per Living armor last a number of hours equal to half your spell slot level used and suffer half this damage as druid level (rounded down). After this time the insects necrotic damage for the next 3 rounds, unless a cure return to nature, unless you expend another use of Wild wounds or other healing or remove poison ability is Shape. YSampleou can dismiss the living armor at anytime as a applied during that tim e. Onfilea success, they receive half bonus action on your turn. Your living armor of the poison damage and no necrotic damage. This automatically dismisses itself if you fall unconscious, effect can only have the swarm poison once, per drop to 0 hit points or die.