Circle of the Swarm (V3)

Druids of the Circle of the Swarm identify with the small animals that work together for the success of the whole. These druids seek to embody the resilience of such creatures, while using their spellcasting prowess to harness and control existing swarms. Swarm druids are far more confortable than their other bretheren in urban settings, and revel in the life that finds its place in any environment.

Heart of the Swarm

When you choose this circle at 2nd level, you have gained an affinity for small beasts in large groups. You have advantage on Wisdom (Animal Handling) checks and any Charisma checks made to interact with groups of beasts that operate in swarms, hives, flocks, colonies, or other, similar groups.

In addition, you learn the infestation cantrip, and its range becomes 60 feet for you.

Circle Forms

Also at 2nd level, you can use your Wild Shape to transform into a swarm of beasts (such as a Swarm of Rats or a Swarm of Insects), but you must still abide by the limitations in the Beast Shapes table when you do so.

In addition, you learn the find familiar spell, and it becomes a circle spell for you, as described in the Circle Spells feature below. You always have it prepared, and it doesn't count against the number of spells you can prepare at the end of a long rest.

When you cast find familiar, your familiar can take the form of a Swarm of Bats, Insects, Rats, or Ravens. While in swarm form, your familiar has hit points equal to half your level in this class, rounded down. If you cast a spell with a range of touch through your familiar while it is in swarm form, the target of the spell must be within the swarm's space.

Additionally, a swarm familiar can spread itself out into many individuals, allowing you to see many places at once. When you percieve through your familar's senses while it is in swarm form, you can see through each individual's eyes simultaneously, as long as those individuals are within 100 feet of you. You cannot cast spells through a swarm that is spread out in this way.

Finally, when you use your Wild Shape feature to change into a single beast, you can touch your familar, changing it into the same form as part of the same action. The chosen form must be a form listed in the find familar spell, and must abide by the limitations in the Beast Shapes table.

Circle Spells

Your connection to swarms and hives infuses you with the abiity to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level, you gain access to circle spells. Once you have access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare when you finish a long rest.

At 5th level when you gain the conjure animals circle spell, you can summon swarms of beasts (such as a Swarm of Insects) as well as individual beasts, when you cast it.

Swarm Spells

Druid Level Circle Spell 2nd find familiar 3rd web 5th conjure animals 7th freedom of movement 9th insect plague

Cloak of Insects

By the time you reach 6th level, you have achieved a deep connection with swarming insects, allowing you to surround yourself with these small allies.

You can use a bonus action to conjure a magical aura that is made up of insects of your choice. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks, but disadvantage on Charisma (Persuasion) checks. Any other creature that starts its turn in the aura takes poison damage equal to your Wisdom modifier (minimum of 0 damage).

You can use this feature once, and you regain the ability to do so when you finish a short or long rest.

Scatter

Starting at 10th level, you can burst into a swarm in response to danger, allowing you to escape. When you take damage, you can use your reaction to take only half of the damage, transforming into a scattering swarm of creatures. When you do so, you can teleport to an unoccupied space within 30 feet of you that you can see, where you regain your true form. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain expended uses when you finish a long rest.

Reinforcements

Beginning at 14th level, you can use the power of the swarm to leap back from the brink of death. When you have to make a death saving throw at the start of your turn, you can instead leap to your feet, forming a new body from the detritus of the old. You regain hit points equal to half your hit point maximum, and you can stand up if you so choose. In addition, you gain the benefits of the freedom of movement spell for a number of rounds equal to your Wisdom modifier (minimum of 1 round). Once you use this feature, you can't do so again until you finish a long rest.