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## Druid Circle ### Circle of Swarms More unsettling but no less devoted, druids of the Circle of Swarms revere nature's small things. They may have a personal fascination with crawling things, or perhaps they are simply worshippers of nature's cycles of death and rebirth. Swarm druids run the gamut from creepy insect obsessives to gentle proponents of the natural order. Circle of Swarms druids may be any alignment, and come from any background. They are even less likely than other druids to respect "civilized" law, though, and may disapprove of efforts to prevent decay and subsequent regrowth. Some may even have a distinctly insectile outlook, viewing individuals as expendable in the service of the greater good. #### Circle of Swarms Features | Druid Level | Feature | |:---:|:-----------| | 2nd | Circle Spells, Summoned Swarm | | 6th | Versatile Infestation | | 10th | One With The Swarm | | 14th | Hive's Harbinger | \columnbreak
#### Circle of Swarms Spells At 2nd level, you learn the *infestation* cantrip, or another cantrip from the druid spell list if you already know it. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Swarms Spells table. Once you gain access to a circle spell, 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. *Spells marked with an asterisk are included at the end of this document.* | Druid Level | Spells | |:---:|:-----------| | 1st | *ray of sickness* | | 3rd | *protection from poison* | | 5th | *stinging swarm** | | 7th | *armor of insects** | | 9th | *insect plague* | \pagebreakNum
#### Summoned Swarm At 2nd level, your druidic powers draw the attention of swarms of milling insects. When you cast a leveled spell, you may summon a swarm as part of the same action. The swarm is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Summoned Swarm stat block, which uses your proficiency bonus (PB) in several places. In combat, a swarm shares your initiative count, taking its turn immediately after yours. It can use its reaction on its own, but does not move on its own, and the only action it takes on its turn is the Dodge action. You can use a bonus action to command it to move and take an action. That action can be one in its stat block or some other action. If you are incapacitated, the swarm can take any action of its choice. The swarm lasts for 1 hour, until it is reduced to 0 hit points, or until you die. You determine what types of creatures are present in the swarm, though this has no effect on its statistics. You may have one swarm at a time, and you can summon a number of swarms equal to your Wisdom modifier. You regain all uses after a long rest. #### Surging Swarms At 6th level, you can expend a use of your Wild Shape feature as a bonus action to explode into a cloud of insects before reforming elsewhere. When you do so, you may teleport to any location within 30 feet. You leave behind a Summoned Swarm at your starting location, which may immediately move and take an action as if you had commanded it. Additionally, you can now have two summoned swarms simultaneously, though you may still only command one at a time. #### Aggressive Infestation At 10th level, there is no limit on the number of swarms you may have summoned simultaneously. Your summoned swarms gain two of the following traits: * ***Poisonous Sting.*** A hostile creature that ends its turn in the swarm's space must make a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn. * ***Agile.*** The swarm's move speed increases to 30 ft., and it gains a 30 ft. fly speed. Its Relocate ability can now move creatures in any direction. * ***Frenzy.*** The swarm's Bite attack deals 2d4 + your Wisdom modifier piercing damage, and when it ends its turn, you may designate its space as heavily obscured. * ***Magical.*** The swarm's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. All your summoned swarms share the same traits, which you can reselect every time you summon a swarm. #### Skittering Torrent At 14th level, when you use your Surging Swarms feature, all your Summoned Swarms may move and take an action as if commanded. \columnbreak ___ > ## Summoned Swarm >*Medium swarm of Tiny beasts, Unaligned* > ___ > - **Armor Class** 13+PB (natural armor) > - **Hit Points** 2+2 times your druid level > - **Speed** 20 ft. >___ >|3|14|10|4|12|2| >|:---:|:---:|:---:|:---:|:---:|:---:| >|STR(-4)|DEX(+2)|CON(0)|INT(-3)|WIS(+1)|CHA(-5)| >___ > - **Skills** Perception > - **Saving Throws** Dexterity +2 plus PB, Constitution 0 plus PB > - **Damage Resistances** bludgeoning, piercing, slashing > - **Condition Immunities** grappled, paralyzed, prone, restrained, stunned > - **Senses** blindsight 10 ft., passive Perception 11+PB > - **Languages** Understands Druidic > ___ > ### Traits > ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. It cannot be healed or receive temporary hit points. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* your spell attack modifier to hit to hit, reach 0 ft., one target. *Hit:* 1d4 + your Wisdom modifier piercing damage. > > ***Clinging Shield.*** The swarm shields a creature in its space until the start of your next turn. The swarm ends its turn, and moves with the target on the target's turn. The target's armor class cannot be lower than a 14, and when it would take damage, that damage applies first to the swarm. If the swarm dies, any excess damage carries over to the shielded creature. > > ***Relocate.*** The swarm forcibly moves a creature. An unwilling target must make a Strength saving throw against your spell save DC. On a failure, the swarm can carry them up to 10 feet horizontally in any direction, as long as it has remaining movement to use. \pagebreakNum ### Circle of Swarms quirks The following are some optional quirks for a player of this Domain to choose from. | d6 | Quirk | |:---:|:-----------| | 1 | You have always valued the company of bugs over other humans. | | 2 | You chitter to yourself when others aren't listening. | | 3 | You do not notice the centipedes in your hair, even when others point them out. | | 4 | You view other druids as prissy tree- or animal-huggers. | | 5 | You occasionally refer to human settlements as "hives" or "colonies". | | 6 | You frequently attempt to persuade others to eat cricket-flour confections. | ## Appendix: Spells ## Changelog #### v0.2 * Reduced swarm's HP #### v0.1 * First Draft > ##### Credits & References: > * Circle of Swarms created by somanyrobots > >**Art** > * All art © Wizards of the Coast LLC, listed in order of appearance. > * Infernal Scarring, by Mike Bierek > * Akoum Hellhound, by Jason Kang > >**Background Image Stains** > * /u/flamableconcrete, https://watercolors.giantsoup.com/ > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.