Druid: Circle of the Swarmkeeper

Feeling a deep connection to the world around them, some druids reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming insects or arachnids—be they bees, wasps, beetles, spiders, scorpions, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the druid. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Circle Spells

Your symbiotic link to the swarm and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. When you cast it, the hand takes the form of swarming nature spirits in the insect form you've chosen. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Swarmkeeper 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.

Level Spells 3rd Blindness/Deafness, Web 5th Slow, Gaseous Form 7th Blight, Giant Insect 9th Contagion, Insect Plague

Halo of the Swarm

Starting at 2nd level, you can control an insect swarm that is harmless until you unleash it on a creature nearby. When a creature you can see moves into a space within 30 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your swarm. As an action, you can expend a use of your Wild Shape feature to strengthen them, rather than transforming into a beast form. Their presence gives you natural protection, giving 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

• When you deal your Halo of the Swarm damage, roll the damage die a second time and add it to the total. • When you use your Halo of the Swarm reaction, you can force the target to move 5ft in any direction. • The 30ft area around you is difficult terrain to enemies. You can exclude any creature from this effect.

These benefits last for 10 minutes, until you lose all temporary hit points, or until you use your Wild Shape again.

Writhing Tide

At 6th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. While Symbiotic Entity is active, you gain the following additional benefits:

• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.

• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.

• You gain a flying speed of 10 feet and can hover.

Scuttling Eyes

At 10th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you.

During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

Hive Body

At 14th level, the swarm in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.

As a bonus action, you can choose to gain temporary hit points equal to the damage dealt by your last usage of Halo of the Swarm. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a short rest.