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\pagebreak \pagebreak ## Ranger ### Swarm Host Conclave The art of the Swarm Host is an unsettling and forbidden practice. The Ranger of this discipline walk around with vermins all over their body. A chittering tumult behind them as beetles, ants, spider or bees follow them. The Host, by magical means, becomes the master of a swarm of bugs. They act as a living hive to all kind of chitinous critters. Practitioner are mostly misfits due to the social stigma of most insects. Being the bringer of parasites is rarely seen in a good light. #### Insect Overseer Beginning at 3rd level, you learned how to attune yourself with surroundings insects so that they do your biddings. You can create a *Swarm of Insects* (as the **Monster Manuals, Appendix A**) at the end of a short or a long rest. You can attract any kind of tiny insects. The swarm can’t regain hit points or gain temporary hit points. The swarm obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the swarm where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, the swarm acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. The size of your swarm increase to large at 7th level, and to huge at 15th level. It also increases it's damage by 2D4 and it's hit points by 22 every times it's size increases. #### Scatter At 3rd level, you can order your swarm to disperse as to not look likes a swarm of insects is present. It takes an action to reform the swarm. Your Swarm gains proficiency in the Stealth Skill. #### Living Hive Beginning at 7th level, you can cover yourself with your swarm and become a living hive as an action. Your swarm need to occupy the same space as you. While you are a living hive, you gain the following benefits :
You can cast as a bonus action the cantrip *Infestation* at will, requiring no material components.
Any creature takes 2D4 piercing damage + your proficiency modifiers if it hits you with a melee attack from within 5 feet of you or if it touches you.
You gain temporary hit points equal to your swarm current hit points.
Your living hive lasts for 1 minute. It ends early if you are knocked unconscious or if you loses all temporary hit points you gained with this feature. You can also end the living hive on your turn as a bonus action. \columnbreak #### Swarm Mind Beginning at 7th level, you form a limited hive-mind that allows you to communicate telepathically with your swarm, as long as it is within 100 feet. You can issue commands to your swarm verbally, or telepathically. It can communicate to you simple ideas from the understandings of an insects. #### Strength of the Colony Starting at 11th level, add your proficiency bonus to the swarm's AC, attack rolls, and damage rolls. It also becomes proficient with all saving throws and add your proficiency bonus to them. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. It can use your action to make melee attacks against any number of creatures within 5 feet of it, with a separate attack roll for each target. When you create a Swarm of Insects, you can choose between the following benefits :
Burrowing Swarm: Your swarm gains a burrowing speed of 10 feet.
Flying Swarm: Your swarm has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
Amphibious Swarm: Your swarm can breathe air and water and gains a swimming speed of 10 feet.
Poisonous Swarm: Your swarm does poison damage instead of piercing damage.
Glowing Swarm: Your swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
#### Lord of the Crawler At 15th level, while under the effect of your Living Hive feature, you gain additional benefits:
You gain temporary hit points equal to your swarm maximun hit points instead of it's current hit points.
You have resistance to bludgeoning, piercing and slashing damage.
You can cast the spell Insect Plague, with the target being self. You are immune to this spell and it doesn't require material components. You can't use it again until you finish a long rest.
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