School of Butterflies and Moths (Lepidopterology)
From their youthful days catching butterflies and moths, members of the School of Lepidopterology knew there was something magical about them. So they weren't surprised to discover in ancient tomes that butterflies and moths are actually the offspring of a powerful arcane entity known simply as the Great Queen. These nature-loving wizards use their understanding of the Great Queen's children to wield subtle but powerful magic.
Butterfly and Moth Whisperer
At 2nd level, you can communicate with butterflies and moths, and they treat you as one of their own. They rarely have much to say beyond things like "I am a beautiful butterfly" or "Drapes are yummy" but you always find talking with them very endearing.
You gain a +10 bonus to any Animal Handling or Nature check involving butterflies or moths. Starting at 5th level, you can cast the spell Animal Messenger as a ritual spell, but only with butterflies and moths.
Summon Butterfly/Moth Spirit
Starting at 2nd level, you can spend a bonus action to summon the spirit of a butterfly or moth. Although it looks and feels like a real animal, it is a figment sent by the Great Queen and cannot be harmed or affected by any magic. When not flying around you, it perches on you.
The spirit creates an aura that affects all creatures of your choice within 30 feet of the spirit, which occupies the same space as you. The aura's effect depends on the type of spirit summoned. Each spirit also has a special boon. Once you activate a boon, you can't activate any more until you finish a long rest.
You can spend a bonus action to dismiss or switch spirits. You can summon two spirits per day, although only one at a time. You regain any expended uses when you finish a long rest.
Camouflage. You summon the spirit of a butterfly or moth that appears to be something else, such as an orange oakleaf, or of the famed glasswing, which has transparent wings. Any creature benefiting from the aura that makes a Dexterity (Stealth) check receives a bonus equal to your Intelligence modifier (a minimum of one).
Boon. As a bonus action, choose one willing creature that benefits from the aura. It becomes invisible for the next 10 minutes or until it attacks or casts a spell.
Fear. You summon the spirit of a butterfly or moth with a fearsome appearance, such as a death's-head hawkmoth or Creatonotos gangis. Any creature benefiting from the aura that makes an Intimidation check receives a bonus equal to your Intelligence modifier (a minimum of one).
Boon. As an action, you force each creature of your choice within 30 feet of the spirit that can see it to make a Wisdom saving throw against your spell DC. On a failed save, a creature becomes frightened of the spirit for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Might. You summon the spirit of one of the largest butterflies or moths, such as a Wildmother's birdwing or white witch. Any creature benefiting from the aura that makes a Strength check receives a bonus equal to your Intelligence modifier (a minimum of one).
Boon. As a bonus action, choose one willing creature you can see benefiting from the aura. If it is smaller than Large, it becomes Large, along with anything it is wearing. If it lacks the room to become Large, its size doesn't change. It has advantage on Strength checks and saving throws, and its weapon attacks deal an extra 1d6 damage. This effect lasts 1 minute.
Migration. You summon the spirit of a butterfly or moth that travels extreme distances such as a monarch or painted lady. Any creatures benefiting from the aura that travel with muscle power such as by riding a horse or rowing a boat have their speed increased by 20% as the spirit grants increased endurance. This has no effect in combat.
Boon. When a creature benefiting from the aura makes an ability check or saving throw using Constitution, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.
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Art Credit: JS Pena
Chrysalis/Cocoon
At 6th level, you can imbue yourself with the power of a butterfly or moth. When you complete a short or long rest, if you had spent at least half of it wrapped in a magical chrysalis or cocoon you create, you gain a benefit that lasts until you next finish a short or long rest. The benefit depends on the type of butterfly or moth you embody.
Life/Death. You embody a butterfly or moth that is black and white like a zebra swallowtail, which you know from your studies really represents the duality of life and death. You gain a pool of power with a number of points equal to half your Wizard level. As a bonus action, you can choose a creature you can see within 30 feet of you and heal it for a number of hit points equal to the number of points you expend. You can also expend points when you damage a creature with an attack or spell, making it take additional necrotic damage equal to the number of points expended.
Majesty. You embody a butterfly or moth known for its deep colors such as a purple emperor or blue morpho. Once, when you make a Charisma ability check, you can add a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail. This ability does not stack with the aura from a fear spirit.
Poison. You embody a butterfly or month whose caterpillar stage is poisonous, like the dagger moth or the n'gwa. When a creature hits you with a natural weapon, unarmed strike, or melee spell attack, it must make a Constitution saving throw against your spell DC. If it fails, it takes poison damage equal to half your Wizard level. If it succeeds, it takes half damage.
Vision. You embody a butterfly or moth that has eyespots on its wings such as an owl butterfly or lo moth, which you know from your studies really are mystic eyes through which the Great Queen watches the world. You have advantage on Wisdom (Perception) checks that rely on sight and darkvision with a range of 60 feet. If you already have darkvision, the range increases by 30 feet.
Swarm Shift
At 10th level, as a reaction when you take damage, you can turn into a swarm of butterflies or moths. You can immediately fly up to 30 feet away, and if the triggering damage was bludgeoning, piercing, or slashing, you gain resistance to it. This movement does not provoke opportunity attacks.
You can also use this feature as a bonus action on your turn, in which case you only fly up to 30 feet. Once you use this feature, you must finish a short or long rest before using it again.
One Fell Swoop
Beginning at 14th level, you can spend a bonus action to turn into a butterfly or moth. In this form, you are size Tiny and have advantage on Dexterity (Stealth) checks. Your Strength score becomes 1, but all your statistics otherwise remain the same. You retain your normal hit points. You walk so slowly that your movement speed is essentially 0. You can move 1 foot by spending all your movement and using your action to Dash. However, you have a flying speed of 30 feet.
While transformed, you can cast spells as normal, ignoring the need for verbal and somatic components. You can even cast spells with material components so long as you had them on you when you transformed. While you cannot speak in this form, you still can cast spells like Command and Suggestion as the target creature instinctively understands your request.
Your transformation lasts until you're incapacitated, you die, or you return to normal as a bonus action.
Photo Credit: Jacopo Werther