Circle of The Swarm

"We are not one. We are many. Where one fails, the swarm devours."

Druids of the Circle of the Swarm wield the primal strength of multitudes, teeming clouds of life bound by spirit magic. These druids summon spirit swarms that harry, overwhelm, and scatter their enemies. Whether they command buzzing insects, flocks of birds, or chittering vermin, Swarm druids are masters of disruption, control, and chaotic harmony.

Subclass Features

(3rd Level)

Spirit Swarm

Your Spirit Beast takes the form of a Spirit Swarm: a mass of Tiny creatures, its appearance and behavior shaped by your will (e.g., bees, crows, bats, scarabs).

When you summon your Spirit Swarm:

  • Choose a damage type: piercing, slashing, or bludgeoning.
  • Choose one Swarm Trait (see below).

Your Spirit Swarm has the following traits:

  • AC: 14 + your Wisdom modifier
  • HP: 5 × your druid level + (Wis mod × druid level)
  • Speed: 30 ft (or fly 30 ft, if appropriate to form)
  • Attack (Swarm Strike): + prof + Wis mod to hit; 1d8 + Wis mod magical chosen type damage
  • Swarming Dispersal: When the swarm is hit by an attack, it can halve the damage (uses = your proficiency bonus per long rest)
  • Swarm Body: Can occupy other creatures’ spaces; can move through gaps as small as 1 inch

Swarm Traits

You begin with one Swarm Trait at 3rd level and gain an additional choice at 6th, 10th, and 14th level. When you summon your Spirit Swarm, you choose which of your unlocked traits it manifests.

  • Frightening Buzz (3rd level)
    On a hit, the target must succeed on a Wisdom saving throw (DC 8 + prof + Wis mod) or be frightened until the end of your next turn.
  • Poisonous Sting (6th level)
    On a hit, the target takes an extra 1d4 poison damage and must succeed on a Constitution save or be poisoned until the end of its next turn.
  • Blinding Cloud (10th level)
    On a hit, the target must succeed on a Constitution save or be blinded until the end of your next turn.
  • Shocking Strike (14th level)
    On a hit, the target must succeed on a Constitution save or be stunned until the end of your next turn.

(6th Level)

Overwhelming Cloud

When your Spirit Swarm hits a creature, you can force that creature to succeed on a Strength saving throw (DC = 8 + prof + Wis mod) or be pushed 10 feet or knocked prone (your choice).

Once per turn, when your swarm hits a creature, you can deal damage equal to your Wisdom modifier to another creature within 5 feet of the original target.

(10th Level)

Swarm Surge

When you summon your Spirit Swarm, it briefly expands into a 10-foot-radius cloud. Each creature of your choice in the area must succeed on a Constitution saving throw (DC 8 + prof + Wis mod) or take 2d8 poison or psychic damage (your choice) and have disadvantage on its next attack roll.

You can command the swarm as a bonus action to take the Help action, aiding an ally’s attack against a creature within 30 feet of the swarm.

(14th Level)

Hive Sovereign

Your Spirit Swarm gains:

  • +2 AC
  • +10 ft movement speed
  • Multiattack: The swarm can make two Swarm Strikes when it takes the Attack action
  • Swarming Dispersal can now be used an unlimited number of times, but no more than once per turn


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