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