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Expanded Spell List
The Reckoning of Ants
At first level, you are granted a deepened connection to the ants around you. You have an amount of charges per long rest equal to your level, minimum of 2. As an action on your turn, you can expend one of these charges to create a Swarm of Ants on any space within 15 ft. of you. Alternatively, you can use a bonus action to consume one of these charges to grant one of the following imbuements to a creature of your choice within 5 ft., or within 30 ft. if that creature is one of your swarms.
Swarm Improvement
Upon reaching 6th level, your Swarm of Ants gain additional traits. They gain a flying speed equal to their walking speed, and a swimming speed of 5 feet. Additionally, their hit point scaling increases to PBd8 + your level, and their strength score increases to fifteen.
Ant Hill
At sixth level, when you take a rest, you gain 2d6 temporary hit points.
1st level imbuements
Venomed Blades
When the imbued creature makes an attack action, they deal an additional 1d4 poison damage. They also force the target creature to roll a constitution saving throw, on a failure giving them disadvantage on their next attack roll. This imbuement lasts for 30 seconds.
Heart of the Formidicae
The imbued creature gains an amount of temporary hit points equal to double your level, which expire on their next long rest.
Strength of an Ant
While imbued, the imbued creature gains a +2 bonus to attack rolls involving strength, and have advantage of strength checks and saving throws. This imbuement lasts for 1 minute.
Essence of the Fire Ant
As an action on the imbued creatures turn, the creature can exhale a 15 ft. cone of fire, forcing all creatures within range to roll a Dexterity saving throw against your spell save DC. On a failure, the creature takes 1d10 fire damage. This imbuement ends once this action is used.
6th level imbuements (2 charges)
Venomed Glaives
When the imbued creature makes an attack action, they deal an additional 3d4 poison damage and have disdvantage on their next attack roll. Additionally, they must make a Constitution saving throw against your spell save DC, on a failure becoming poisoned for 1 hour. This imbuement ends once this additional damage is dealt an amount of times equal to half your level.
Pure Resistance
The imbued creature gain resistance to bludgeoning, piercing, slashing, poison, acid, fire, and lightning damage. This imbuement lasts for 1 minute.
Reformidicate
The Imbued creature's AC increases by double your spellcasting modifier for 1 minute.
Bolstered Troops
Any attack rolls made by the imbued creature are at advantage for 30 seconds.