Circle of Swarms

The Circle of Swarms views whatever group they are a part of as one great colony and work for what they believe will be best for the colony as a whole without regard to the individual. Their magic allows them to control and manipulate the vermin that other druids tend to ignore, sending their foes to their death in the most gruesome of ways.

These druids find homes in lands surrounded by fungi, insects and other parasites. Such places tend to be quiet and somber. Druids of this circle often are reviled by others of their class and often serve an evil cause.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Swarms 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.

Druid Level Spell 3rd Web, Blindness Deafness 5th Gaseous Form, Fear 7th Giant Insect, Vitriolic Sphere 9th Insect Plague, Cloudkill

Swarm Trainer

At 2nd level, you become host to a number of creatures' larvae. You learn the Infestation cantrip. In addition, each time the Infestation cantrip's damage would increase it instead creates more swarms: two at 5th level, three at 11th level, and four at 17th level. You can direct the insects at the same target or at different ones. They make a seperate saving throw for each cloud.

Each time you deal Acid or Poison damage with an attack or a spell to an enemy who is restrained or on difficult terrain, you may add your Wisdom modifier to the damage.

Hivemind

At 2nd level, you may call together a swarm almost anywhere; even desolate deserts usually have spiders and scorpions hidden under the sands.

As a bonus action, you can summon a swarm to a point you can see within 60 feet of you. The swarm creates difficult terrain for every creature except you in a 30-foot radius around that point as they attempt to take hold of all creatures. As a bonus action, you can move the swarm up to 60 feet to a point you can see.

The swarm persists for 1 minute. You can use this ability a number of times equal to your constitution modifier (at least 1) and gain these uses back after a long rest.







































































Insect Form

Starting at 6th level, you assume features of the creatures inside you. Your fingers become clawed. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Body of Plague

Starting at 10th level, the creatures crawling through you gain resistance to acid damage and immunity to poison and disease.

Lord of the low

Starting at 14th level, you assume a form even closer to your charge. You grow two more arms and all your appendeges become chitinous, covered in an exoskeleton. You gain tremorsense 15' and a burrow speed equal to your walking speed allowing you to enter the earth.