Swarmancer Druid

Talk to Swarms of tiny creatures and get a pet swarm.

Swarmancer Druid

Swarmancer druids have a unique connection with collectives and hives, Small or tiny creatures that work together to achieve great things. They can fluently converse with these swarms and are often revered by them for this ability.

Playing a Swarmancer Druid

XP Cost: 4Prerequisites: Wisdom Score of 14 or higher.

When you Choose this Archetype you gain the Following:

Training

Druidic Training

Gain Training in Survival and 4 of the following Skills: Arcane, Medicine, Knowledge, Apocathy, Investigation, Perception and Insight.

You gain Training in the use of 1 Common Weapon Type.

Equipment

Druid Gear

Acquire a Common suit of Light Armor of your choice.

Acquire a Common Weapon of your choice. 

Acquire a Common Bundle of your Choice.

Ability

Druid Magic

You gain access to and the Ability to Cast Druid Magic Spells.

You may convert Willpower Points into Mana.

Trait

Swarmancer Druidic Knowledge 

Acquire the Druid Spells: "Druid's Call", "Command Swarm" and "Form Swarm".

You memorize every Druid Spell you Acquire and Never need a spell book or to consult notes while Casting Druid Spells.

You can Speak and Understand the Druidic Language.

Archetype Ability

Swarm Speak

You gain the Ability to converse with colonies of insects and tiny animals swarms of all kinds. They recognize and revere you as a servant of nature and will cooperate to the best of their ability.

Trait

Favored Swarm Type

Choose a favored type of swarm and its associated effect.

Favored Swarm Type Effect
Reptilians Ancient Scales: Reptilians Swarms you command or have as pets gain 4 Armor Points whenever you cast a spell within 10 Meters of their location. These armor points dissipate after 1 Minute. 
Mammalians Survival of the Fittest: Mammal Swarms that you command or have as pets have their ACs and Movement Speeds increased by 2.
Aquatics Aquatic Authority: Your Aquatic swarms always gain an additional + 1d10 to Swarm numbers.
Insectoids Insectoid Intellect: Insectoid Swarms you command or have as pets have their collective intelligence increased by 1 per 20 members in the swarm, allowing them to complete complex tasks, rather than just simple tasks, especially in large numbers.
Amphibians Amphibian Mutation: Cause an Amphibian Swarm you command or have as a pet to gain a random Ability whenever you cast a druid spell with a mana cost of 2 or more within 10 meters of their location. They lose the ability after 1 Minute. Roll 1d6 to determine the random mutation. The mutation is permanent. No mutations can be acquired more than once. Amphibious Lung: The creature can now remain submerged in water without drowning for a number of hours equal to its constitution Modifier. Attack Tongue: The creature now considers their tongue to be a Natural Weapon with the Grapple Weapon Trait. It has a Range of 3 Meters that deals 1d6+2 Blunt Damage on Hits. Additional Appendage: The creature can “Hold” Small or smaller items with its additional hand, paw or flipper. Additional Locomotive Limb: The creature has their Movement Speed increased by 2 Meters per Movement. Additional Grasping Limb: The creature gains an additional Attack Melee Action. The creature can “Hold” Small or smaller items with its additional hand, paw or flipper. Additional Sensory Organ: The creature has its Perception Skill Rolls increased to +6.
Avians Avian Agility: Avians Swarms you command or have as pets have their movement speed and attack rolls increased by 1 whenever you cast a spell within 10 Meters of their location. These increases dissipate after 1 minute. 

Ally

Pet Swarm

While you cannot consistently maintain a massive swarm of creatures at your side, you can keep a medium creature sized swarm with you at any time as your pet. Swarms are always dealt half damage from non-area Attacks and can occupy the same space as enemy creatures and move through their spaces. They still incur opportunity attacks as normal.

Pet Swarm Type AC HP Move Speed Size Attacks / Abilities
Reptiles 14 20 5C-S 1x2 Meters Venomous Bite: 1 Meter Range, 1d20+6 to Hit, 1d12 +6 Venom Damage on Hits. Venomous Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 2d6 + 3 Venom Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage. Skitter: The creature gains an additional 6 Meters of Movement when it uses its Action to Sprint.
Mammalians 12 30 6W 1x2 Meters Choose One Bite: 1 Meter Range, 1d20+5 to Hit, 1d12 +6 Puncture or Slash Damage on Hits. Claw: 1 Meter Range, 1d20+6 to Hit, 2d6 +4 Slash Damage on Hits. Gore: 1 Meter Range, 1d20+4 to Hit, 1d10 +8 Puncture Damage on Hits. Vicious Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 3d4 + 3 Slash Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage.
Aquatics 10 36 8SW 1x2 Meters Aquatic Takedown: While the target is in Water. 1 Meter Range, 1d20+5 to Hit, 1d6+2 Slash Damage on Hits. Target is Grappled and Suffers from the Suffocating Condition. Until the Grapple is broken. Aquatic Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 3d6 + 2 Slash Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage.
Insectoids 14 12 3C 6F  1x2 Meters Venomous Sting: 2 Meter Range, 1d20+6 to Hit, 1d8+6 Venom Damage on Hits. Venomous Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 2d6 + 3 Venom Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage. Skitter: The creature gains an additional 6 Meters of Movement when it uses its Action to Sprint.
Amphibians 10 20 4S 5H 1x2 Meters Leaping Bite: 1 Meter Range, 1d20+5 to Hit, 2d4 +4 Slash Damage on Hits. Vicious Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 3d4 + 3 Slash Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage.
Avians 16 14 10F 1x2 Meters Flyby Attack: 1 Meter Range, 1d20+6 to Hit, 2d4 +4 Slash Damage on Hits. Cannot Provoke opportunity attacks after a Successful Hit with this Attack. Avian Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 3d4 + 3 Slash Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage.
Abominations 10 40 5W-S 1x2 Meters Abominable Bite: 1 Meter Range, 1d20+6 to Hit, 1d10+5 Toxic Damage on Hits. Abominable Swarm: Creatures that start their turn within the swarm’s Area or Move through it must roll a Dexterity or Constitution Saving Throw, The DC is equal to the caster’s Spell Save DC.  Fail: Creatures that Fail the Saving Throw are dealt 2d6 + 4 Toxic Damage. Pass: Creatures that Pass the Saving Throw are dealt half the above damage.

Druid Traits & Abilities

Purchase with XP.

Traits

Strong Willed

XP Cost: 2 Prerequisites: Druid

Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.

Mental Fortitude

XP Cost: 2 Prerequisites: Druid

Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.

Emotional Awareness

XP Cost: 2 Prerequisites: Druid

Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.

Nimble

XP Cost: 2 Prerequisites: Druid

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Druid

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resilient

XP Cost: 2 Prerequisites: Druid

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Druidic Apprentice Studies

(This Trait can be Acquired Multiple times) 

XP Cost: 1 Prerequisites: Druid

Acquire two Tier I Druid Spells.

Druidic Intermediate Studies

(This Trait can be Acquired Multiple times)

XP Cost: 2 Prerequisites: Druid, Druidic Apprentice Studies

Acquire a single Tier II Druid Spell.

Druidic Expert Studies

(This Trait can be Acquired Multiple times)

XP Cost: 3 Prerequisites: Druid, Druidic Intermediate Studies

Acquire a single Tier III Druid Spell.

Favored Swarm Type

(This Trait can be Acquired Multiple times)

XP Cost: 2 Prerequisites: Swarmancer Druid

Choose an additional Favored Swarm Type from your Druid Trait list. You retain any previously acquired Favored Swarm Types.

*The Effects of a Favored Swarm Type may only be acquired once.

Iron Will

XP Cost: 2 Prerequisites: Druid

Gain Training in Wisdom Saving Throws.

Sound of Mind

XP Cost: 2 Prerequisites: Druid

Gain Training in Intellect Saving Throws.

Nimble Bodied

XP Cost: 2 Prerequisites: Druid

Gain Training in Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Druid

Gain Training in Dexterity Saving Throws.

Increased Mana Pool

XP Cost: 2 Prerequisites: Druid

Increase Mana Pool by +1.

Great Mana Pool

XP Cost: 4 Prerequisites: Druid, Increased Mana Pool

Increase Mana Pool by +2.

Endless Mana Pool

XP Cost: 6 Prerequisites: Druid, Increased Mana Pool

Increase Mana Pool by +3.

Emergency Mana Reserves

XP Cost: 2 Prerequisites: Druid

Whenever you start a turn with zero Mana you may use a Motion to roll 1d6 on a result of 5 or 6 you regain 1 Mana.

Natural Magic

XP Cost: 4 Prerequisites: Druid

You automatically regenerate 1 Mana at the start of each Turn/Round while in vegetation rich environments such as forests and gardens.

Healer

XP Cost: 2 Prerequisites: Druid

Add +2 HP to any Healing you grant via Spells or Medicine Skill Rolls. 

Companion Keeper

XP Cost: 2 Prerequisites: Druid

You gain the Ability to revive a dead Pet. To do so you must use your action and spend 1 XP and 6 Mana. Pets revived this way retain their memories and personality and cannot die of natural causes for another 30 days.

Spell Persistence 

XP Cost: 2 Prerequisites: Druid

Your Mana Cost for Sustaining Spells is reduced by ½ .

Battle Casting

XP Cost: 2 Prerequisites: Druid

You can now choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.

Subtle Casting

XP Cost: 2 Prerequisites: Druid

Spells that would usually require a full free arm or hand to execute now only require a single free finger. You can cast spells even while moderately bound or restricted. 

Silent Casting

XP Cost: 2 Prerequisites: Druid

You may ignore the Voice Requirement for spells.

Spellslinger

XP Cost: 3 Prerequisites: Druid

Gain 1 Additional Spell Attack Action. 

Abilities

Chained Spell

XP Cost: 2 Prerequisites: Druid, Spell Precision

You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits both spells are considered to have hit the target and it receives full damage from both spells. 

Spell Adjustment 

XP Cost: 2 Prerequisites: Druid

You can make small alterations to your spells at the Cost of 1 Mana. These alterations can do things such as: change the damage type of a spell or spell attack to another type of spell damage you are capable of dealing, add an additional target to a spell attack and split the damage(roll two attack rolls and 1 damage roll) or substitute Dazed, Slowed or Enraged, until end of next turn for the damage of a targeted spell attack.

Spell Empowering 

XP Cost: 2 Prerequisites: Druid

You have gained the ability to empower your spells to increase their lethality. When you pay a spell’s Overpower Mana Cost you now deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.

Colony of Friends

XP Cost: 2 Prerequisites: Swarmancer Druid

Your Swarm Pet(s) cannot be slain, only temporarily destroyed, so long as you have at last 2 members of their hive/colony collected. You can use your Action and spend 1 Mana to reform a Swarm. They retain their personality memories.