The Beehive BUZZ BUZZ MOTHER FUCKERS by Felix Cervantes

Subclasses: Totem of the Honeybee While many barbarians come from tribes in which animals and their spirits are heavily revered, you come from one particularly fond of the insect known as the Honeybee. Whether your tribe admired their hard and steady work, or lived on the fringes of the domain of a Beehemoth Queen, their ways were adopted. Spirit Seeker Yours is the path that seeks attunement with the natural world, giving you a kinship with beasts and bugs. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells at will You may do so a number of times equal to your Wisdom modifier, per long rest. Totem Spirit Also beginning at the 3rd level, you have chosen the totem feature of the Honeybee. You must make or aquire a physical totem object--an amuletor similar adornment--that incorporates honey, wax, honeycomb, or some sort of bee relaeted material. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, you might choose to have tuny useless bee wings at your shoulder blades, particularly fuzzy yellow hair, or very antenna like horns if you are a race such as Tieflings. Honeybee. While raging, you become as nimble as the bees themselves. When attacking a foe, you can use a bonus action to disengage without causing an opportunity attack, and move an additional 5 feet away. Additionally when you rage, ranged weapons have disadvantage on hitting you as you buzz across the battlefield. Aspect of the Beast At 6th level, you gain the magical aid from the spirits of bees that have since passed from the world. Honeybee. You gain access to the hivemind of bees. You can communicate telepathically to creatures that share a language within 10 feet of you, and gain a bonus to saving throws against the Charmed condition equal to the number of people in your party. Additionally, the spirit of the bees protect your mind to the best of your ability buzzing out any danger they can, granting you resistence to psychic damage. Spirit Walker At the 10th level, you can cast the Commune With Nature spell as a ritual, described in chapter 10 of the Player Handbook. When you do so, a spiritual version of the Beehmoth Queen appears before you demanding the respect any of your subjects would give to her, and will give you answers to any questions she can answer. Totemic Attunement At the 14th level, you have been fully excepted into the hive of the eternal beehive in the sky. Your bee spirit friends help you to the best of their ability as yiu are one of their own, and will do their best to protect you at all costs. Honeybee. While raging, you can call upon all the bees of the spirit world to aid you in your desperate time of need. When yu are below 1/3 of your health, you can summon the bees to fly at your enemy stingers first, having the same effect as the spell Power Word: Kill (PHB, pg266) . Doing so however causes the bee spirits to need to rest, causing you to lose connection to them and therefor all your abilities granted by them until you perform a ritual that lasts 24 hours, in which you consume honey (material not needed.) and honor them in some way.

College of the Artisans Bards of the College of Artisans have learned the fine arts of the artisenal craft, particularly with artisanal honey. These bards have learned of the highest quality sources in the land, whether from magically enhanced hives of honey farmers, or from the dangerous source in the heart of beehemoth hives. They know every detail of the honey craft, from how to change the color of it, to the sweetness, or even very viscosity of the sticky material. Note: This subclass can easily be reskinned to work with any food, or even as an alchemist who makes potions. Bonus Proficiencies When you join the College of the Artisans at 3rd level, you gain proficiency in the Mess Kit, Alchemist's Supplies, Cook's Supplies, and Brewer's Supplies. Honeyed Words Also at 3rd level, you can use your knowledge of honey to create one of three types of honey once per long rest. You can have a number equal to your Charisma modifier at a time (Minimum of 1) . Sweet Honey. You create some honey so sweet even Halflings would say it's too much. You can roll one of your inspiration dice and double the result, adding it to a Persuasion check.

You create some honey so sweet even Halflings would say it's too much. You can roll one of your inspiration dice and double the result, adding it to a Persuasion check. Wild Honey. You create some honey very exotic in taste, so implaceable to even the most adept of chefs that it baffles any who try it. You can roll one of your inspiration dice and double the result, adding it to a Deception check.

You create some honey very exotic in taste, so implaceable to even the most adept of chefs that it baffles any who try it. You can roll one of your inspiration dice and double the result, adding it to a Deception check. Bitter Honey. You create some honey so bitter even an ooze would reject its horrible taste. You can roll one of your inspiration dice and double the result, adding it to an Intimidation check. Adept Honey Artisan Also at 6th level, you have learned to further the honey your created with your magic, allowing for more options. You may have a number equal to half your Charisma modifer rounded down (Minimum of 1) . Magic Honey. You create some honey that fills any who eat it with a wonderful warmth. You can place one of your spellslots into the honey, and whomever consumes will gain it. You do not regain the spellslot at a rest until the item is destroyed or used.

You create some honey that fills any who eat it with a wonderful warmth. You can place one of your spellslots into the honey, and whomever consumes will gain it. You do not regain the spellslot at a rest until the item is destroyed or used. Poisoned Honey. You create a honey so potent that it becomes toxic even to the hardiest of dwarves with the highest constitutions. While you can eat it or plant it in food, you can also slather a blade, bolt, or arrow with it and add double an inspiration dice roll in additional posion damage.

You create a honey so potent that it becomes toxic even to the hardiest of dwarves with the highest constitutions. While you can eat it or plant it in food, you can also slather a blade, bolt, or arrow with it and add double an inspiration dice roll in additional posion damage. Runic Honey. You create some honey infused with the magic of one of your spells, the flavor very dependent on which one. Expending a spellslot you can place your spell into the honey. Upon consumption the creature automatically fails any checks it would have had to make against the spell. Viscosity of Life Starting at the 14th level, your ability to control the final prpoduct of your honey down to every detail mixes with your magic ability. You can cast the spell Haste or Slow at will, by expending a bardic inspiration die. 2

Cleric Domain: Expansion Domain The rigid systems of the beehive hold order in check, and cause the most efficient methods of anything to be accomplished. Clerics of this domain are strict in code and practice, often worshiping gods such as Mechus, and Boccob, or even in rare cases in which a Queen Beehemoth has managed to not be overthrown in centuries by a new queen larvae, and become strong enough to grant powers similar to that of a quasi-diety. Note: This subclass can easily be reskinned to be of a more industrial style, if following Mechus for example Domain Spells Cleric Level Spells 1st Command, Charm Person 3rd Suggestion, Hold Person 5th Summon Lesser Demons, Tiny Servant 7th Compulsion, Locate Creature 9th Dominate Person, Hold Monster Divine Order Starting at 1st level, you know how to impress the will of your diety into your commands. When telling someone to do something or otherwise influencing their actions, you can add your Wisdom modifier to your Charisma (Persuasion) or Charisma (Intimidation) checks. Channel Divinity: Queen's Orders Starting at 2nd level, you can use your Channel Divinity to make it so when any creature or ally obeys your commands and plans, they gain double your Wisdom modifier to their rolls in attempting to follow orders. This effect lasts for 1 minute, and you must maintain concentration. Channel Divinity: Colony Collapse At 6th level, you can use your Channel Divinity to cause the systems of a number of foes equal to your Wisdom modifier to make a Wisdom saving throw contested by your spell save DC. If one of them are to fail, their mind fills with the horrible buzzing of millions of bees, continuously growing louder. They have disadvantage on attack rolls, spells that deal damage, and can not concentrate or perform any actions requiring it. They may attempt to make another saving throw on each of their turns until they succeed. If they fail three times in a row they also gain a level of exhaustion, and if they fail six times in a row they gain a temporary madness. Direct Messenger of the Queen Starting at 8th level, you can cast Communicate with Beasts at will when used on bugs or insects, and can cast Giant Insect on bees at will if any are present. Expansion of the Hive Starting at 17th level, your are deemed worthy enough to know when to enforce order for the glory of the hive. As an action you can perform once per long rest, you may sommon forth sticky honeycombs with with honey around you in a 30ft radius, creating a rough terrain that you and your companions are uneffected by. Any creatures within the area must make a Strength saving throw if in the area of summoning. On failure, they act under the conditions of the Entangle spell.