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Swarmkeeper

Circle of Swarms

Druids of the Circle of the Swarm form a powerful bond with nature's smaller creatures, commanding hordes of insects, rats, and other swarming entities to do their bidding. By channeling the collective might and resilience of countless creatures, these druids unleash overwhelming waves of crawling, flying, or scurrying minions to dominate the battlefield. Masters of control, coordination, and relentless assault, they embody nature's tenacity and adaptability, turning even the smallest of allies into an unstoppable force.  

Swarm Speaker

At 2nd level your connection to swarms deepens, allowing you to summon and command them more effectively.
  • Swarm Bond: You can communicate with and understand the basic emotions and intentions of swarms of beasts, including insects, rats, and other small creatures.
  • Empowered Swarm Summons: When you cast a spell that conjures a swarm (such as Conjure Animals with a swarm option), you may treat it as one spell level higher than the slot used to cast it. This only affects swarm-type creatures.
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    Swarm Form

    At 2nd level you can briefly assume the form of a swarm yourself. As a bonus action, you can transform into a swarm of small creatures (such as insects, rats, or birds) for up to 1 minute. While in this form:
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • You can move through spaces as small as 1 inch without squeezing.
  • You cannot cast spells, but you can maintain concentration on spells already cast.
  •   Once you use this feature, you must finish a short or long rest before using it again.  

    Swarmkeeper’s Command

    At 6th level your swarms become more resilient and dangerous under your guidance.
  • Bolstered Swarms: Any swarm creature you summon gains temporary hit points equal to twice your druid level.
  • Coordinated Assault: When you or an ally within 30 feet hits an enemy that is also within 5 feet of one of your swarms, you can use your reaction to command the swarm to make an attack against that enemy. You can do this a number of times equal to your Wisdom modifier (minimum of once) per long rest.
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    Writhing Tide

    At 10th level you can conjure a massive wave of swarm creatures to aid you in battle. As an action, you can summon a wave of swarming creatures (choose a type such as insects, rats, or bats) that fills a 30-foot radius centered on a point you can see within 60 feet. The swarm lasts for 1 minute or until you lose concentration (as if concentrating on a spell). While active:
  • Allies within the area have half cover due to the swarm.
  • Enemies within the area must make a Dexterity saving throw (DC = 8 + proficiency bonus + your Wisdom modifier) or take 4d8 piercing damage and have their speed halved for 1 round. On a successful save, they take half damage and do not suffer the speed reduction.
  •   Once you use this feature, you cannot use it again until you finish a long rest.  

    Swarm Lord

    At 14th level you have become a master of swarming creatures, and they heed your every command.   Swarm Melding: You can merge with any swarm you summon, gaining total cover from attacks but retaining control of the swarm. While merged, you can use an action to reappear in an unoccupied space adjacent to the swarm.   Empowered Swarm Conjurations: When you summon a swarm with a spell, it gains additional effects depending on its type:
  • Insect Swarms: Gain the ability to poison targets they hit (Constitution save, DC 8 + proficiency bonus + Wisdom modifier) for 1 minute (repeat save at the end of each turn).
  • Rat Swarms: Gain the ability to spread disease or weaken targets, reducing their AC by 2 until they are cured by magical means.
  • Bat Swarms: Can create zones of magical darkness that only you can see through, lasting until the start of your next turn.
  •   Command Swarms: As a bonus action, you can command any swarms you control to move up to their speed and make an attack.  

    Swarm Spells

    Conjure Swarm

    3rd-level conjuration spell
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small carved idol of the chosen swarm creature)
  • Duration: Concentration, up to 1 hour
  •   Effect: You summon a swarm of creatures (choose from insects, rats, bats, etc.) that appears in an unoccupied space within range. The swarm obeys your verbal commands and acts on your turn. The swarm has special properties:
  • Overwhelm: If at least two swarms you control occupy the same space as a creature, that creature has disadvantage on attack rolls and saving throws.
  • Divided Focus: If a single swarm is reduced to half its hit points, it splits into two smaller swarms with half the original HP and damage, but can be separately controlled.
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    Swarm Surge

    5th-level conjuration spell
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  •   Effect: You summon a massive wave of swarming creatures that surge over a 30-foot radius area. All creatures in the area must make a Dexterity saving throw. On a failed save, they take 6d8 piercing damage and are restrained by the swarm until the end of their next turn. On a successful save, they take half damage and are not restrained.

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