Circle of the Swarm

Swarm Order

When you choose this circle at 2nd level, you gain the ability to summon an animal companion in the form of a swarm of insects. You can have only one swarm at a time. If your swarm is exterminated, you can summon a new one during a long rest by spending at least 2 hours of work and 25gp.

The swarm obeys your command as best it can. It rolls for initiative like any other creature, but you determine its actions. If you are incapacitated or absent, the swarm acts on its own.

The swarm has a proficiency bonus that is always equal to your own. This bonus applies to its AC, all of its saving throws, as well as attack and damage rolls. For each level after 2nd, the swarm gains an additional 1d8 hit die applied to its hit points. The swarm cannot regain hit points by natural or magical means, but you can spend time during a short or long rest to restore it to its maximum HP.

Circle Spells

Your natural link to insects gives you access to certain spells that harness their powers. At 1st level, you learn the Zooming Pest cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Swarm spells table.

Once you gain access to one of these spells, 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.

Circle Spells
Druid Level Circle Spell
1st Zooming Pest
3rd Web
5th Conjure Animals
7th Giant Insect
9th Insect Plague

Zooming Pest

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You extend a hand and point a flying insect to attack a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage and 1d4 poison damage.

This spell summons additional insects at higher levels: two at 5th level, three at 11th level, and four at 17th level. The insects can attack the same target or different ones. Make a separate attack roll for each insect.



Swarm of Insects (Companion)

Medium swarm of tiny beasts, unaligned


  • Armor Class 10 (+ Prof. Bonus)
  • Hit Points 13 (+ 1d8 for every level after 2nd)
  • Speed 20 ft., climbing 20 ft., flying 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistance Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Blindsense 10ft., passive Perception 8

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. The swarm can't regain hit points or gain Temporary Hit Points.

Actions

Bites. Melee Weapon Attack: 0 + Prof. Bonus to hit, reach 0ft., any target within the swarm's space. Hit: (3d4) + Prof. Bonus

Enhanced Insects

At 6th level, your Swarm of Insects can now regain hit points through magical means. (But still cannot receive temporary hit points)

Also, your swarm's attacks are considered magical for the purpose of overcoming Resistance and Immunity to nonmagical damage.

Plague Shapes

At 10th level, you gain access to two new forms for your Wild Shape: Giant Scorpion and Swarm of Insects.

The Swarm of Insects' stats and available actions mirror those of your companion (excluding INT, WIS, and CHA, which reflect your own as usual).

Hivemind

At 14th level, your swarm gains two new actions. Both of these actions are also available to you when you take the form of a Swarm of Insects via your Wild Shape.

Storm of the Swarm

After taking the Attack action on its turn, your swarm can make an additional attack as a bonus action.

Queen's Cocoon

If your swarm occupies the space of a creature, it can use its reaction when an attack hits that creature. When activated, the swarm will interrupt the attack and take the hit instead.