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Druid

Insects

Fascinated by the infinite variety and strength of insectoid creatures, Insect Druids summon swarms and gain attributes of the insects and arachnids they love. Heralded as plaguebearers, psychopaths and disgusting, Insect Druids walk lonely paths that lead to great power.

Level Prepared Spells
3Alarm, Ensnaring Strike (Takes the form of webs), Infestation, Spiderclimb, Web
5Fly, Slow
7Charm Monster, Giant Insect
9Hold Monster, Insect Plague
STR DEX CON
14 (+2)16 (+3)19 (+4)

Subclass Features

Lv 3

Aspect of Insect

You can use your Wild Shape to change aspects of yourself to adapt in multitudes of situations. When you use this feature pick two of the following features, you gain the benefits of being in Wild Shape.

Compound Eyes: You have the eyes of a fly. You have advantage on Perception checks that rely on sight and cannot be Surprised.

Web Spinner: You have the spinnerate of a spider. You can cast the spell Entangle once per day without expending a spell slot using your webs. You can create 50 ft of Silken Rope during the course of a short or long rest.

Crawling Legs: Your legs are replaced by several pairs of centipede legs. You have a Climbing speed equal to your movement speed.

Venomous Proboscis: You have the proboscis of an assassin bug. You can use your attack action to make a bite attack on a hit dealing 1D4 Piercing damage + 1D8 Acid damage. You regain hit points equal to half the Acid damage dealt as you slurp up the nutritious slurry. You do not gain this benefit from ethereal and Elemental monsters.

Hard Carapace: You grow the hardened shell of a stag beetle. You gained an unarmored defense of 10 + your DEX modifier (Minimum 1) + your WIS modifier (Minimum 1).

Vestigial Wings: You grow the wings of a damselfly. You have a falling speed of 60 ft per round and can glide, traveling 60 ft per 10 ft fallen.

Stinging Tail: You have the tail of a scorpion. You can make a sting attack as an attack action. It has 10 ft of reach and deals 1D6 Piercing damage and on a failed CON saving throw DC equal to your spell save DC they take 1D10 Poison damage or half as much on a successful save.

Leafy Camouflage: You grow cartilaginous grows like a leaf insect. While in a forest or swamp you are indistinguishable from a fallen branch or sapling while you are still.

Powerful Legs: You have the legs of a grasshopper. Your running and standing jump distances are doubled.

Resilient Body: You have the flattened appearance of a cockroach. You have resistance to Bludgeoning damage and Poison damage.

Breathing Tube: You have the breathing tube of a mosquito larva. While you are in a body of water and are less than 15 ft deep you can breathe normally as you draw air in through your tube.

Gathered Swarm

A swarm of insects lives within you and can assist you in battle. You decide their appearance as a swarm of scarabs, flies, or other winged insects. While you’re alive, the swarm remains in your space. You can use a bonus action to expel them, they leave your body at will and fly around you for 1 minute. Once on each of your turns, you can cause the swarm to assist you after you hit a creature with an attack; the attack's target takes 1d6 Piercing damage from the swarm.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Circle Spells

Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Swarming Familiar

Once per long rest you can cast the spell Find Familiar without expending a spell slot. The spell cast this way can summon one of the following options

Swarm of Beetles

Swarm of Centipedes

Swarm of Spiders

Swarm of Wasps

Mighty Swarm

Your swarm grows in size. The damage of Gathered Swarm damage die increases to 1D8.

Lv 10

Writhing Tide

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a Flying speed of 40 ft and can hover. This effect lasts for 1 minute or until you are Incapacitated.

You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Disease Bearer

Your bond with mosquitos, fleas, and flies have given you access to many plagues you can use to infect others. You can use your swarm to infect a target within 10 ft of you times per long rest equal to your WIS modifier (Minimum 1) as a bonus action. The target must make a CON saving throw DC equal to your spell save DC and on a failure gain one of the following effects for one minute repeating the save at the end of each of their turns ending the effect on 3 successful saves or use of Remove Curse of Greater Restoration. You regain one use of this feature during a short rest and all during a long rest.

Wailing Sickness: The target wails loudly during each of its turns. The target cannot use spells or abilities that require verbal or breath components.

Crimson Tears: The target bleeds from their eyes. They have disadvantage on Perception checks that rely on sight and attacks that rely on sight.

Death’s Grip: The target’s hands begin to stiffen. They cannot hold new items, drop items, or perform Somatic components.

The Blaze: The target’s skin becomes inflamed. The target cannot bear to wear armor and tries to take it off using its next turn on an additional failed WIS saving throw. If the target succeeds the save or does not wear armor the target uses its bonus action to scratch itself taking 1D6 Slashing damage.

Lv 14

Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself Resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 ft of you, where you reappear with the swarm.

You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Lv 17

Swarm Form

Once per long rest your use of Wild Shape can change you into a heightened form. You appear as a mass of swarming insects constantly shifting and skittering. The temporary hit points you gain are equal to twice your Druid level. You have the following features

AC: 16

Speed: 30 ft, 30 ft Climb, 40 ft Fly

Skills: Perception +9, Stealth +9

Senses: Passive Perception 19

Features: Resistance to Slashing, Piercing, Poison and Psychic damage. You can move through a space as small as 1 inch without squeezing.

Actions

Swarming Bites (Recharge 6): You expel a 30 ft cone of insects. On a failed DEX saving throw equal to your spell save DC each creature in the area takes 4D8 Piercing damage on a failed save or half as much on a successful one.

Disease Carrying Claw: You make an attack with a claw formed from biting insects dealing 2D6 Slashing damage. The target must make a CON saving throw DC equal to your spell save DC and on a failure gain one of the following effects for one minute repeating the save at the end of each of their turns ending the effect on 3 successful saves or use of Remove Curse of Greater Restoration. You regain one use of this feature during a short rest and all during a long rest.

Carrion Fever: The target’s mind is afflicted with a ravenous hunger for raw meat. The target must take the bite action each turn dealing the same damage as an unarmed strike. Constructs and plants automatically succeed the saving throw.

The Dread: The target’s body reacts violently as if afraid, shaking and sweating violently. The target has disadvantage on DEX saving throws and CHA based checks.

Epileptic Mites: The target’s nervous system is infected with ravenous mites. Each time the target takes an attack action the mites react to the release of adrenaline and deal them 1D6 Psychic damage. The target subtracts the result of the roll from the attack roll.