Circle of the Swarm
Some druids choose to give themselves to the land, protecting it from harm; others relinquish their humanoid forms in favor of a more primal aspect. But you have chosen a different approach. To reach the primal essence of the land and the beasts which inhabit it, you immerse yourself in that which supports both: swarms of tiny insects.
Swarm Wild Shape
When you use your Wild Shape, you can to transform into a mass of thousands of miniscule creatures – a swarm. The first swarm form you can assume is that of the crawler swarm, made up of ants, spiders, termites, maggots, crabs, or other similar land-based creatures. You can use your Wild Shape to turn into any swarm as part of your movement.
Your swarm improves as you gain levels. At level 2, your swarm shape covers an area roughly 10 feet by 10 feet in size, and deals 1d6 piercing damage to any hostile creature in that area. At level 9, it has covers an area of 15 feet by 15 feet and deals 2d6 piercing damage. At level 15, it covers 20 feet by 20 feet and deals 2d6 piercing damage and 2d6 poison damage. You swarm shape has hit points equal to 7 + 5 times your Druid level, to a maximum of 85 hit points.
You may reshape your swarm as part of your movement within the limits of your swarm's size. For example, a level 2 circle of the swarm druid could be a mass of about 10 feet by 10 feet, stretch herself out to cover an area of 1 foot by 100 feet, or anything in between; however, your swarm shape cannot condense itself enough to deal damage if it is less than 5 feet wide in any direction.
A Thousand Minds
Your innate understanding of swarms and their hiveminds has begun to change the way you think. You gain advantage on Wisdom saving throws.
You can now transform into a flying swarm, comprised of buzzing, flying insects like wasps, locusts, and mosquitoes. Such a swarm is 5 feet tall and gains a fly speed of 40 feet.
Your control over your swarm shape has progressed to the point where you can turn specific areas of your body into a smaller mass of swarming creatures as part of your action. When you do so, you have advantage on checks to restrain and grapple, and are considered to be under the effects of a Spider Climb spell, although your hands are not left free.
Armor Class 12
Hit Points 17 (7 + 5 X Druid level)
Speed 20 ft., climb 20 ft.
Str 1 (–5) Dex 14 (+2) Con 10 (+0)
Int 1 (–5) Wis 10 (+0) Cha 2 (–4)
Skills Athletics +5
Special Senses darkvision 60 ft.
Wall-Crawler. The swarm automatically succeeds on all Athletics checks to climb.
Damage Resistance. The swarm is resistant to slashing and piercing damage.
Vulnerability. The swarm is vulnerable to fire damage.
Formless. The swarm can move through gaps that are at least an inch wide, and can move into other creatures' areas.
Deal Damage. The swarm deals 1d6 piercing damage to any creature with whom it shares at least five feet of space. See the Swarm Wild Shape feature for more details.
Way of the Unmoving Mountain
The mountain is tall, broad, and as hard as the boulders that litter its slopes. Nothing can move a mountain. Only by wearing it down, little by little over thousands of years, can one hope to defeat a mountain – and most do not live long enough to accomplish their goals. And you are like the mountain in all things. Good things and bad things, in training and in the world, in peace and in conflict – you are like the mountain: immovable, indomitable, eternal.
Way of the Unmoving Mountain
Endure the Storm
When you are hit by a melee weapon attack, you can use your reaction to absorb the blow through the ki that runs passively through your body. Roll a d6, add your Wisdom modifier, and reduce the damage you take from that attack by the total. If you reduce the damage to 0, you may make a Strength check to grapple the attacker if they are within reach. You may spend a ki point to reduce this damage by a further d6.
Once per round when you hit an opponent with an attack, you can spend a ki point to deal extra damage equal to 1d6 + your monk level.
You have advantage on saves and contests to resist being moved. If you fail the save or contest, you are only moved half as far.
Tough as Stone
At the end of each long rest, you can choose to reduce your maximum number of ki points by three. If you do so, you gain resistance to resistance to bludgeoning, slashing, and piercing damage until the end of you next long rest.
You have taken to the shadows like few can even fathom. You are a phantom in the darkness, feeling the shadows around you… and sending them forth to freeze the hearts of your enemies. As they scream and retch at terrors only they can see, you reach out from the black and stab them in the heart.
By studying your opponent's movements and weaving subtle magicks, you are able to seed and intensify anxiety within your enemy, causing their evasive maneuvers to become sloppy and erratic. When their terror has made them an easy target, a single strike is enough to finish the job.
Once per round, as your action, you may lay your Nightblade's Shroud on a creature within 100 ft of you that you can see, up to a maximum of two shrouds. The shrouds last until you invoke them, or until you shroud a different creature. You may choose to use your Cunning Action to lay a shroud.
When you roll for Sneak Attack damage against a creature under at least two of your shrouds, you may choose to invoke your shrouds. If you do so, all Sneak Attack damage dice you roll for that attack become d8s, and all your shrouds then vanish from your target.
Choose one of the following.
Venomous Shroud. Creatures under at least one of your shrouds have disadvantage on saving throws against poisons and damage from poisons.
Terrifying Shroud. Creatures under at least one of your shrouds have disadvantage on saving throws to avoid becoming frightened.
Obscuring Shroud. Creatures under at least one of your shrouds have disadvantage on Wisdom and Intelligence checks to detect hidden objects and creatures more than 15 feet away.
Darkness links all points of the world in mysterious ways. With a slight wending of the air, you can slip along shadowstreams from one place to another.
You may use your Cunning Action to teleport up to 15 ft, as long as you begin and end the teleport touching a shadow (whether cast by an object, creature, or an area of magical darkness). If you are at least level 11, you may teleport up to 25 ft.
Once when you are hit and dealt damage by an attack, you may use your reaction to teleport up to 20 ft and become invisible and silent until the end of your next turn. You regain this ability after a short rest or long rest.
If you have already laid one or more of your shrouds on a creature, you may now place one shroud on a second creature within 30 feet of the first. Additionally, you may now have up to four shrouds active at any time.
You have advantage on melee attacks against creatures under at least three of your shrouds.
When you invoke your shrouds against a creature under all four of your shrouds, you may re-roll all Sneak Attack damage dice results of 1 until another number other than 1 is rolled.
Consign to Shadow
Once per day you may create a field of Darkness, as the spell. When you attack and hit a creature that is in any shadow or darkness and is under at least one of your shrouds, it must succeed on a Wisdom saving throw or take double damage from your Sneak Attack.
Your sorcerous origins are shrouded in mystery – perhaps they the result of some ancient demonic pact or a fey creature bestowing its "blessing" upon your birth – but you know one thing for sure: your gifts do not like to be controlled. And whether through careful experimentation or a particularly catastrophic lapse of judgment, you've learned just how and when to let your emotions and magic carry each other to great heights.You walk along a knife’s edge, always one step away from losing control of your emotions entirely…
Starting when you choose this origin at 1st level, you can let loose your emotions to empower your spellcasting and reroll one damage die whenever you cast a spell. You must take the second result, and if the second result is higher than the first, you take psychic damage equal to the additional damage dealt. You may reroll up to two dice at 6th level, three dice at 14th level, and 4 dice at 18th level.
Beginning at 6th level, when you take damage from an Outburst, you can spend a number of sorcery points equal to the spell’s level to negate that damage.
Starting at 14th level, when you hit a creature with a spell attack of 1st level or higher, or a creature fails its saving throw against a spell of 1st level or higher that you cast, you can spend 1 sorcery point to use a bonus action to create an emotional link between yourself and the target. This link requires concentration to maintain. You and the creature share immediate emotions, and any damage that you take is also immediately inflicted upon the linked creature. This damaging effect takes place before you roll your Constitution saving throw to maintain concentration.
At 18th level, your raw emotion can overwhelm all that stand before you. Once per day, when you reroll a damage die as part of an outburst, you can instead chose to reroll all the damage dice in the spell, and use either collective result. If you use the second result, you have resistance to the damage you then take as part of the outburst. You cannot negate this damage using sorcery points.