Swarmkeeper Druid (5e Class)

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Druid of the Swarm[edit]

<!-Introduction Leader->[edit]

Creating a Druid of the Swarm[edit]

Get him


Quick Build

You can make a Swarmkeeper quickly by following these suggestions. First, <!-Wisdom-> should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Swarmkeeper Druid you gain the following class features.

Hit Points

Hit Dice: 1d8 per Swarmkeeper Druid level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Swarmkeeper Druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields not made of metal
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Wisdom, Intelligence
Skills: pick three from Survival ,Nature, and Arcana, animal handling, insight, medicine, perception, religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) arcane focus or (b) Oversized sickle
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Swarmkeeper Druid

Level Proficiency
Bonus
Features Swarm CR Swarms Summoned by level Hp of Swarms
1st +2 Druidic, , Spellcasting 1/4 2 1d8
2nd +2 Wildshape, Swarm Type, Druid Circle 1/4 2 1d10
3rd +2 1/4 2 1d10
4th +2 Ability Score Improvement, Wildshape improvement , Cantrip Versatility 1/4 2 1d12
5th +3 1/2 3 1d12
6th +3 Swarm Improvement 1/2 3 2d8
7th +3 1/2 3 2d8
8th +3 Ability Score Improvement, Wildshape Improvement 1/2 3 2d10
9th +4 1 3 2d10
10th +4 Swarm Improvement 1 4 2d12
11th +4 1 4 2d12
12th +4 Ability Score Improvement, Wildshape Improvement 1 4 2d12
13th +5 2 4 3d8
14th +5 Swarm Improvement 2 4 3d8
15th +5 2 5 3d10
16th +5 Ability Score Improvement, Wildshape Improvement 2 5 3d12
17th +6 3 5 3d12
18th +6 Timeless Body, Swarm Spells 3 5 3d12
19th +6 Ability Score Improvement 3 5 4d10
20th +6 Arch-Druid of The Swarm 3 6 4d10

<!-Class Feature->[edit]

1. Druidic- You know druidic

1. Spellcasting-Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

2. Swarmkeeper Circle:

The Swarm-you can use your bonus action to summon swarms you can use this feature twice. You regain all uses when you finish a short or long rest swarms can be changed at every long rest, they use your Pb to hit, any attack that requires a save is at your spell save DC unless better. Hp and number summoned are listed in the above table. You can also speak to swarms.

Once on each of your turns, you can cause the swarm on your body to assist you in one of the following ways, immediately after you hit a creature with an attack:


The attack's target takes 1d6 piercing damage from the swarm.

The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

You are moved by the swarm 5 feet horizontally in a direction of your choice.

2. Swarmkeeper's shape-Starting at 2nd level, you can use your action to magically assume the shape of a beast swarm that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest, additionally you may substitute use of wildshape with summoning your swarm but not vice versa. If you wildshape into a swarm the assumed form gains the tough feat for the duration.


Wildshape table
Swarmkeeper level Max CR Limitations
2nd 1/4 No fly speed or swim speed, No Constructs
4th 1/2 No fly speed or constructs
8th 1 No constructs
12th 2 Swarm only, No constructs
16th 3 Swarm only, no Contructs

Your druid level determines the beasts or Swarms you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

4.Wild shape improvement

4. Cantrip Versatility-Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

6.Swarm improvement-Your Gathered Swarm grows mightier in the following ways:

The damage of Gathered Swarm increases to 1d8. If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. You gain a 10ft move speed increase

8.Wildshape Improvement

10. Queen's Aura- your command of your swarm improves survivability when swarms are within 30ft they gain +2 to saves and +2 to A/C

12.Wildshape Improvement

14. Swarm Substitution-You can discorporate into your swarm, avoiding danger. When you would take damage, you can use your reaction to switch places with a swarm within 40ft

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

16.Wildshape Improvement

18. Hive Body- swarms have magically strengthened your body and simultaneously made it their home. When you are hit with an attack the current chosen swarm deals one of its attacks damage to the agressor and gain a static +2 to Constitution

18. Beast Spells-Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components

20. Archdruid of The Swarm- At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid of the Swarm Spell List[edit]

You know all of the spells on the basic druid spell list<!-makes use of nature and animals through magic with an element of religion-><!-transforms into something completely different-> [[ to a first party core class->-->