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Spells from the Hive V2.2 - Bee-themed spells - The Homebrewery

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Published by goroiamanuci, 2023-08-09 04:44:22

Spells from the Hive V2.2 - Bee-themed spells - The Homebrewery

Spells from the Hive V2.2 - Bee-themed spells - The Homebrewery

Spells from the Hive A large influx of BEES ought to spice up this game! 1 Bees Bee Colony Artist and Rightsholder: sumx


Spells from the Hive V 2.2 These spells exist solely because I wanted to create spells which involve the use of large quantities of bees. I later realized that I hated how some of them came out- some were overpowered and others ridiculously underpowered. This is the result- most spells from the first list, reworded and somewhat reworked, along with new ones. The first iteration can probably be found, but that account was all but nuked. Additionally, contrary to official layouts, these spells are presented by level, instead of alphabetically. -dspv Spells in this list Level Spell School Conc. Ritual Class 0 Honeytrap Conjuration No No Artificer, Bard, Druid, Wizard 0 Stinger Fist Evocation No No Druid, Sorcerer, Warlock 0 Wax Spear Conjuration No No Druid, Wizard 1st Barrier of Wax Conjuration No No Artificer, Druid, Ranger 1st Conjure Honey Conjuration No No Bard, Cleric, Druid 1st Pollen Puff Conjuration No No Artificer, Bard, Cleric, Druid, Ranger, Wizard 1st Summon Solitary Bee Conjuration Yes No Bard, Druid, Ranger 2nd Candlewax Evocation No No Druid, Sorcerer, Warlock, Wizard 2nd Elemental Poison Transmutation No Yes Druid, Ranger, Wizard 2nd Summon Basic Bees Conjuration Yes No Druid, Ranger 2nd Wicker Cage Illusion Yes No Bard, Druid, Ranger, Warlock, Wizard 3rd Conjure Flaming Bees Conjuration No No Druid, Wizard, Sorcerer 3rd Handful of Bees Conjuration Yes No Druid, Ranger, Sorcerer, Warlock 3rd Helpful Workers Conjuration Yes Yes Artificer, Druid, Wizard 4th Cube of Honey Conjuration Yes No Artificer, Druid, Wizard 4th Armor of Wax Abjuration No No Cleric, Druid, Ranger, Paladin 4th Wave of Propolis Evocation No No Druid, Ranger 4th Wax That Walks Conjuration Yes No Bard, Druid 5th Hyperallergenic Sting Evocation No No Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard 5th Mystical Candles Conjuration Yes No Cleric, Druid, Warlock 5th Summon Queen's Guard Conjuration Yes No Druid 6th Apis Ignis Conjuration Yes No Bard, Druid, Sorcerer, Warlock, Wizard 6th BeeBee Bow Conjuration No No Druid, Sorcerer 7th Beelloons Conjuration No No Druid 7th Flower Field Transmutation No No Bard, Druid 8th Hyper Hive Conjuration Yes No Bard, Druid, Wizard 8th Summon Beeyond-This-World Conjuration Yes No Druid 9th Beeocalypse Conjuration No No Druid 9th Chaos Swarm Conjuration No No Druid, Sorcerer Image Attribution (Front page image) Artist: sumx Rightsholder: sumx Name of Image: Bees Bee Colony Website link: https://pixabay.com/users/sumx4248371/ Note: The changes in v2.2 are various errata which have already been included in the spells. 2


Honeytrap Conjuration cantrip Casting Time: 1 action Range: 15 feet Components: SM (A honeycomb) Duration: 1 round Classes: Artificer, Bard, Druid, Wizard You attempt to impede the mobility of a creature within range with sticky honey. The target creature must make a Strength saving throw or have its speed reduced to 0 until the end of its next turn. On its turn, the target may make another Strength saving throw as an action. On a success, the creature regains its movement speed, and the spell ends. Stinger Fist Evocation cantrip Casting Time: 1 action Range: 30 feet Components: VS Duration: Instantaneous Classes: Druid, Sorcerer, Warlock You create a fist out of stingers, and use it to punch a creature within range. Make a ranged spell attack against the target. Being within 5 feet of a hostile creature doesn't impose disadvantage on this roll. On a hit, the target takes 1d4 piercing damage and 1d6 poison damage. The spell's damage increases by 1d4 piercing and 1d6 poison when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6) Wax Spear Conjuration cantrip Casting Time: 1 bonus action Range: Self Components: S Duration: 1 minute Classes: Druid, Wizard You conjure up one long spear made of thin wax with a bee stinger at its tip in a free hand to use as a weapon. The spear exists for the duration, and can be wielded by any creature. It is considered a magic spear, and deals 1d4 piercing damage and 1d4 poison damage on a hit, or 1d4 piercing damage and 1d6 poison damage if wielded with two hands. You may create a maximum of 1 spear, if you create more than 1 spear, the oldest spear disappears. Additionally, when you wield the spear, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee and ranged attacks using this spear, and the range of the thrown property becomes 40/120 for you. The spear disappears when the spell ends. You may create a maximum of 2 spears at the same time when you reach 5th level, a maximum of 3 spears at the same time when you reach 11th level, and a maximum of 4 spears at the same time when you reach 17th level. Barrier of Wax 1st-level conjuration Casting Time: 1 action Range: 30 feet Components: SM (Beeswax) Duration: 1 minute Classes: Artificer, Bard, Druid, Ranger You create a barrier of magical wax that is at most 10 feet long, 6 inches wide, and 3 feet high on the ground within range. This barrier is an object which can provide half cover. As a bonus action, you may move the barrier up to 10 feet in a direction you choose. When this barrier is destroyed, or when the spell ends, it disappears. The barrier has an armor class of 12, and has 10 + your spellcasting ability modifier hit points, is considered flammable, and is vulnerable to fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier gains 10 hit points for each slot level above 1st. Conjure Honey 1st-level conjuration Casting Time: 1 minute Range: 10 feet Components: VM (An empty beehive) Duration: Instantaneous Classes: Bard, Cleric, Druid You slowly extrude 2 pints of magical honey from the beehive, allowing you to fill containers within range with the resulting honey. This honey is almost identical to regular honey, including shelf life. A creature may spend one minute imbibing a pint of this honey, which restores restores 2d4 + 2 hit points. Any honey which has not been consumed disappears after 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell conjures 1 more pint of honey for each slot level above 1st. Pints in 5th Edition D&D 5th Edition has several items which reference a pint of liquid. A regular flask holds 1 pint of liquid, and a waterskin holds 4 pints of liquid. Pollen Puff 1st-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: VSM (A dandelion) Duration: Instantaneous Classes: Artificer, Bard, Cleric, Druid, Ranger, Wizard You blow a puff of pollen toward one creature you can see within range. That creature must make a Constitution saving throw, or be forced to immediately use its reaction to sneeze. 3


Summon Solitary Bee 1st-level conjuration Casting Time: 1 action Range: 15 feet Components: VS Duration: Concentration, up to 10 minutes Classes: Bard, Druid, Ranger You summon a lone, buzzing bee in a space that you can see within range. The bee is an ally to you and your companions. The bee disappears when it drops to 0 hit points or when the spell ends. In combat, the bee shares your initiative count, and takes its turn immediately after yours. The bee understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will take no action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level where the spell’s level appears in the stat block. Candlewax 2nd-level evocation Casting Time: 1 action Range: 60ft Components: VSM (Wax) Duration: 1 round Classes: Druid, Sorcerer, Warlock, Wizard You create a 20-foot radius circle of lit wax candles centered around a point within range. The candles shed bright light within the radius of the circle and dim light for an additional 10 feet. At the start of your next turn, the candles explode, and each creature up to 10 feet above the candles must make a Dexterity saving throw, taking 4d6 fire damage on a failure, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Elemental Poison 2nd-level transmutation (ritual) Casting Time: 10 minutes Range: Self Components: VSM (A piece of obsidian worth 10gp) Duration: 1 hour Classes: Druid, Ranger, Wizard You tap into mystical energies, and utilize them to modify poison damage. Choose one of fire, cold, acid, or lightning. For 1 hour, any poison damage you deal via spells (including creatures summoned by you), weapon attacks (including applied poisons), or abilities is replaced with the chosen damage type. Any part of a spell, weapon attack, or ability which affects or is affected by the poison damage affects or is affected by the chosen damage type instead. Effects, such as the poisoned condition, may still be applied. You can end the spell early by using an action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration is 2 hours. When you cast this spell using a spell slot of 4th level, the duration is 4 hours. When you cast this spell using a spell slot of 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th level, the duration is 24 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 week. When you cast this spell using a spell slot of 8th level, the duration is 1 month. When you cast this spell using a spell slot of 9th level, the duration is 1 year. Summon Basic Bees 2nd-level conjuration Casting Time: 1 action Range: 30 feet Components: VSM (50gp of non-magical honey, a bee wing, and a bee stinger) Duration: Concentration, up to 1 hour Classes: Druid, Ranger You magically summon basic bee-related wildlife in an unoccupied space within range. Choose between a giant bee or a swarm of bees- this spell summons the chosen creature, the stats of which are provided below. The chosen creature disappears when it drops to 0 hit points or when the spell ends. The chosen creature is an ally to you and your companions. In combat, the chosen creature shares your initative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the chosen creature takes the dodge action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block. Note: The stat blocks for the summoned monsters are on the next page. 4 Solitary Bee Tiny beast Armor Class 9 + the level of the spell (natural armor) Hit Points 5 + 5 for each level above 1st Speed 5 ft., fly 20 ft. STR DEX CON INT WIS CHA 1 (-5) 10 (+0) 3 (-4) 1 (-5) 8 (-1) 5 (-3) Senses Passive Perception 11 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Actions Multiattack. The bee makes a number of attacks equal to half this spell's level (rounded up). Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d4 + 1 + the spell's level piercing damage.


Wicker Cage 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: VM (plant fibers) Duration: Concentration, up to 1 minute Classes: Bard, Druid, Ranger, Warlock, Wizard You create an illusory, see-through wicker cage around the head (or head-analog) of a creature, which produces several bees. At the start of each of its turns, the creature must roll a Wisdom saving throw and a Constitution saving throw. If it fails the Wisdom saving throw, it takes 1d8 piercing damage, or half as much on a success, and if it fails the Constitution saving throw, it takes 2d4 poison damage, or half as much on a success. Additionally, if the affected creature fails at least one of the saving throws, the next attack roll made against it before the start of its next turn has advantage. The spell ends if the creature succeeds on both of the saving throws on the same turn. The cage disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage which the affected creature takes increases by 1d8 for each slot level above 2nd. Conjure Flaming Bees 3rd-level conjuration Casting Time: 1 action Range: 90 feet (30-foot radius) Components: VSM (Burnt wax and a dead bee) Duration: Instantaneous Classes: Druid, Sorcerer, Wizard 6 swarms of flaming bees stream into a 30-foot radius sphere centered around a point within range. For each swarm this spell creates, you may choose a creature within the radius for it to target, up to a maximum of 2 swarms per creature. Each target must make a Constitution saving throw, taking 1d6 piercing damage, 1d6 poison damage, and 1d6 fire damage per swarm targeting that creature and be poisoned until the end of its next turn, or half as much damage on a successful save. Any swarms which did not have a target disappear without performing any effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the quantity of swarms this spell creates increases by 1 for each slot level above 3rd, and increase the maximum swarms which may target a creature by 1 for every 2 slot levels above 3rd. 5 Giant Bee Medium beast Armor Class 10 + the level of the spell (natural armor) Hit Points 15 + 5 for each spell level above 2nd Speed 10ft., fly 40ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 5 (-3) Senses passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Actions Multiattack. The bee makes a number of attacks equal to half this spell's level (rounded down). Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 4 piercing damage + the spell's level poison damage, and the target must make a Constitution saving throw against your spell save DC. On a failure, the target is poisoned until the end of its next turn. Swarm Of Bees Medium swarm of tiny beasts Armor Class 10 + the level of the spell (natural armor) Hit Points 20 + 5 for each spell level above 2nd Speed 10ft., fly 30ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Damage Resistance Bludgeoning, Piercing, Slashing Senses passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus 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. Actions Multiattack. The swarm makes a number of attacks equal to half this spell's level (rounded down). Stings. Melee Weapon Attack: your spell attack modifier to hit to hit, reach 0 ft., one target in the swarm's space. Hit: 3d4 + the spell's level piercing damage.


Handful of Bees 3rd-level conjuration Casting Time: 1 action Range: Self Components: VSM (A dead bee) Duration: Concentration, up to 1 minute. Classes: Druid, Ranger, Sorcerer, Warlock You hold open your palms, as bees magically stream out of them, fanning outward to attack those in front of you. When you cast this spell, and as an action on future turns, you spray bees, forcing all creatures within a 15-foot cone in front of you to make a Constitution saving throw, taking 3d4 piercing damage + 3d4 poison damage on a failed save, or half as much on a success. Additionally, whenever you use an action on subsequent turns to spray bees, the size of the cone increases by 5 feet for the duration of the spell, to a maximum of 60 feet. If you move or are moved, the accumulated range bonus is lost, reducing the size of the cone to 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the piercing and poison damage increase by 1d4 for each slot level above 3rd Helpful Workers 3rd-level conjuration (ritual) Casting Time: 10 minutes Range: 30 feet Components: VSM (An empty beehive) Duration: Concentration, up to 8 hours Classes: Artificer, Druid, Wizard You create an abnormally strong but exceptionally docile swarm of bees to assist you with labor, known as a Helpful Swarm, in an unoccupied space within range. A Helpful Swarm can understand the languages you speak, is friendly to you, and obeys your verbal commands, is able to perform all unskilled labor (equivalent to one untrained hireling), and inherits your tool proficiencies and your bonus for those tools, allowing it to perform any skilled labor associated with the tools which you have proficiency in (equivalent to one skilled hireling in the relevant tool(s)). A Helpful Swarm can carry up to 150 pounds, and can push, drag or lift a weight of up to 300 pounds, requires no sustenance or payment, and may move up to 500 feet away from you before disappearing. All Helpful Swarms disappear when the spell ends. A Helpful Swarm cannot participate in combat, and will attempt to flee from any hostile creature, using its flying movement speed of 50 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, create an additional Helpful Swarm for each slot level above 3rd. Armor of Wax 4th-level abjuration Casting Time: 1 minute Range: Touch Components: VSM (A jasper worth 50gp coated in wax) Duration: 1 hour Classes: Cleric, Druid, Ranger, Paladin You touch a creature other than you. Magical protective wax floats around them, and as a result they gain 3d8 temporary hit points for the duration. While that creature has these hit points, the first attack roll against them per round has disadvantage. If you cast this spell on another creature while this spell is active, the first creature loses the temporary hit points they gained from this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target gains an additional 1d8 temporary hit points for each slot level above 4th. Cube of Honey 4th-level conjuration Casting Time: 1 action Range: 150 feet Components: VSM (A jeweled container worth at least 50 gp that contains honey) Duration: Concentration, up to 10 minutes Classes: Artificer, Druid, Wizard You create a 30-foot cube of translucent honey within range. The honey is solid enough that it does not melt, but liquid enough to swim through. The space within the cube is considered both underwater and difficult terrain- a creature may only move within the cube by swimming. Additionally, any ranged attack roll or spell with a range of at least 5 feet which passes through the cube or that is made against targets within the cube have their range halved, and ranged attack rolls that pass through the cube or are made against targets within the cube have disadvantage on their attack rolls. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 5 feet for each slot level above 5th. Swimming and Difficult Terrain According to SRD Page 85, "While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed." 6


Wave of Propolis 4th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: VSM (Propolis or tree resin) Duration: Instantaneous Classes: Druid, Ranger You propel a wave of sticky propolis outward to slow and damage all creatures nearby. All creatures within a 30-foot radius of you must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage, is knocked prone, and has its speed halved for 1 minute on a failed save, or half as much damage and has its speed halved until the end of its next turn on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spell level above 4th. Wax that Walks 4th-level conjuration Casting Time: 1 action Range: Self (20-foot radius) Components: VSM (Beeswax, an elaborate ivory carving of a leg worth at least 250 gp) Duration: Concentration, up to 1 minute Classes: Bard, Druid You create a defensive squadron of 8 wax copies of yourself which occupy various locations within a 20-foot radius circle of you for the duration. These copies do not have any offensive abilities, nor do they affect the mobility of any creature in the area. Whenever a creature within range takes damage (including you), you may sacrifice a wax copy (no action required) to protect that creature. The wax copy is destroyed, and the creature takes half damage from the triggering damage. A creature may only benefit from this effect once per round. The spell ends once all of the wax copies are destroyed. Any remaining wax copies disappear when the spell ends. Hyperallergenic Sting 5th-level evocation Casting Time: 1 action Range: 30 feet Components: VSM (pollen, a nut, and dog dander) Duration: Instantaneous Classes: Artificer, Cleric, Druid, Sorcerer, Wizard, Warlock You launch a stinger laced with all manner of allergenic compounds at up to three creatures within range. Each target must make a Constitution saving throw, on a failure taking 3d6 piercing damage + 3d10 poison damage. Also on a failure, the target loses immunity to the charmed, frightened, and poisoned conditions for 1 minute. If a creature who is normally immune to one of these conditions is affected by the condition which it is immune to when this effect ends, that condition automatically ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d10 for each spell level above 5th. Mystical Candles 5th-level conjuration Casting Time: 1 minute Range: 60 feet Components: VSM (A gem-studded candle worth 300 gp) Duration: Concentration, up to 1 hour Classes: Cleric, Druid, Warlock You conjure three wax candles, one red, one blue, and one yellow, to empower you and your allies in spaces you can see within range. Allied creatures who start their turn within 10 feet of a candle and can see the candle gain a benefit based on the candle's color. Red. The red candle inspires ferocity. Creatures who gain the benefit of this candle may add half of the level of the spell (rounded down) (2) to the damage of all attack rolls until the start of their next turn. Blue. The blue candle inspires resilience. A creature who gains the benefit of this candle gains temporary hit points equal to the level of the spell (5) until the start of its next turn. Yellow. The yellow candle inspires sanity. Creatures who gain the benefit of this candle may add half the level of the spell (rounded down) (2) to all Wisdom and Intelligence saving throws until the start of their next turn. All candles are objects that have AC equal to 10 + the level of the spell, have 1 hit point, float 5 feet off the ground, and give off bright light in a 10-foot radius, and dim light for an additional 10 feet. On your turn, you may move one candle up to 30 feet as a bonus action, or you may spend an action to move all candles 30 feet as an action. If a candle is further than 60 feet away from you, or is reduced to 0 hit points, it disappears. If all candles disappear, the spell ends. If at least one candle has disappeared, but the spell has not ended, you may spend 1 minute conjuring a replacement candle of a color which has disappeared, for no cost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level where the spell’s level appears in the description. 7


Summon Queen's Guard 5th-level conjuration Casting Time: 1 Action Range: 30 feet Components: VSM (Silver bars worth 50 gp and a gilded rapier coated in wax worth 250 gp) Duration: Concentration, up to 1 hour Classes: Druid From the Feywild, you pull a large armored bee into an unoccupied space within range - a Queen's Guard. When the spell ends, or when it drops to 0 hit points, it disappears. The Queen's Guard is an ally to you and your companions. In combat, the Queen's Guard shares your initiative count, and takes its turn immediately after yours. The Queen's Guard understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will move to protect you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level where the spell’s level appears in the stat block. Apis Ignis 6th-level conjuration Casting Time: 1 action Range: 60 feet Components: VSM (a charred hornet) Duration: Concentration, up to 1 minute Classes: Bard, Druid, Sorcerer, Warlock, Wizard You conjure a very large quantity of bees to encase one foe within range, subsequently raising their body temperature to overheat the target. The target must make a Dexterity saving throw, on a failure the target is restrained for 1 minute. The target may repeat this saving throw at the end of each of its turns, ending the effect on a success. Additionally, while restrained by this spell, the target takes 6d8 fire damage at the start of each of its turns. The damage which the restrained creature takes increases by 2d8 at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial fire damage increases by 1d8 for each spell level above 6th. BeeBee Bow 6th-level conjuration Casting Time: 1 action Range: 60 feet Components: VSM (Arrow, bee stinger) Duration: Instantaneous Classes: Druid, Sorcerer You create a bow made of bees, and shoot an arrow made of bees from it at one creature you can see within range. Make a ranged spell attack against your target. On a hit, the target takes 3d6+10 piercing damage and 3d10+10 poison damage, and must make a Constitution saving throw, becoming poisoned for 1 minute on a failure. Also on a hit, the bees swarm toward up to 3 other creatures of your choice within 20 feet of the target. Those creatures take 1d4 piercing damage and 1d4 poison damage. This effect is affected by a critical hit from the initial weapon attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the piercing damage of the "arrow" increases by 2d6 for each spell level above 6th. 8 Queen's Guard Medium fey Armor Class 13 + the level of the spell (natural armor + shield) Hit Points 50 + 15 for each level above 5th Speed 30 ft., Fly 20 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 7 (-2) 11 (+0) 13 (+1) Condition Immunities charmed, frightened Senses darkvision 30ft., passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Sentinel. The Queen's Guard may make a Stab attack as a reaction against a creature within 5 feet of it that attacked a target other than it, provided the target of the triggering attack does not have the Sentinel feat. Additionally, any target hit by an opportunity attack from the Queen's Guard has its speed reduced to 0 for the rest of the turn. A creature who takes the Disengage action before leaving the Queen's Guard's reach still provokes an opportunity attack. Actions Multiattack. The Queen's Guard makes a number of attacks equal to half this spell's level (rounded down). Stab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Deals 1d8 + 4 + the spell's level piercing damage


Beelloons 7th-level conjuration Casting Time: 1 Action Range: 60 feet Components: VSM (Animal stomach or insect abdomen) Duration: Instantaneous Classes: Druid You summon up to three bulbous bees that fly over three different points you can see within range and drop their honey-filled stomachs, popping them at each point you chose, splashing magical honey in a 5-foot radius sphere around that point. The bees and magical honey then disappear. Any creature within a 5 foot radius of the balloons' honey burst regains 5d8 + your spellcasting ability modifer hit points. A creature may be affected by more than one honey burst. At Higher Levels. When you cast this spell using a spell slot of 9th level, a fourth bulbous bee delivers a honey burst to a point you can see within range. Flower Field 7th-level transmutation Casting Time: 1 action Range: Touch Components: VSM (a lotus flower) Duration: 1 round Classes: Bard, Druid You imbue a creature you touch with a transmutative effect which changes the very ground they walk on. For the duration, the target transmutes a 15-foot square of ground, centered on where they touch the ground, into flowery terrain- soft dirt that rapidly sprouts a thick layer of flowers. Ground transmuted into flowery terrain stays transmuted until the spell ends. Flowery terrain has the following properties: The movement speed of an allied creature who begins their turn on flowery terrain (including the target creature) increases by 10 feet until the end of their turn. Difficult terrain becomes normal terrain. Any creature that begins its turn on or up to 30 feet above flowery terrain may not move upward until the end of their next turn. At the beginning of your next turn, the flowery terrain violently withers, spouting insects which attack anything around. All creatures who are on or up to 30 feet above flowery terrain must make a Constituion saving throw, taking 8d4 piercing damage + 20 necrotic damage on a failure, or half as much damage on a success. The initial target creature has advantage on this saving throw. After the flowery terrain withers, all affected terrain is transmuted back into normal terrain of the material it was previously. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the piercing damage increases by 1d4 for each level above 7th. Hyper Hive 8th-level conjuration Casting Time: 1 action Range: 90 feet Components: VSM (an empty beehive) Duration: Concentration, up to 1 hour Classes: Bard, Druid, Wizard You create a hollow cylinder made of 6-inch thick wax up to 10 feet in radius and 30 feet in height in an area within range, henceforth referred to as the "Hive". The Hive has 150 hit points, a AC of 20, a Damage Threshold of 5, immunity to all conditions, resistance to piercing damage, and vulnerability to fire damage. The area within the hive is considered lightly obscured to any creature outside of it. The Hive disappears when the spell ends or when the Hive is reduced to 0 hit points. When you cast this spell, you can designate up to nine 5- foot-by-5-foot squares on the Hive as entrances. Additionally, you know what creatures are in the Hive. Creatures within the Hive gain the following benefits: They gain the benefits of three-quarters cover against any creature outside of the Hive. They can magically see and use abilities through the walls of the Hive as though it were unobstructed. They gain a fly (hover) speed of 30 feet. When you cast this spell, as an action on future rounds, and as a bonus action, you may grant up to 5 creatures within the Hive of your choice one of the following active bonuses of their choice which they are not currently affected by until the start of your next turn: Each time they hit with a weapon attack roll, they may deal an extra 1d6 poison damage to the target. Once per turn, they may deal an extra 1d8 poison damage + 1d6 piercing damage to one creature they hit with a weapon attack roll. Any spell, item, or ability which the creature uses or is affected by which heals at least one hit point increases the amount of health restored by your spellcasting ability modifier. They can project a long arm made of propolis, allowing them to use the grapple action on a creature up to 30 feet away from. If they grapple a creature which is at least 10 feet away from them, that creature is pulled to within 5 feet of them. This is forced movement. The area within a 10-foot radius of them is considered difficult terrain for any creature which they choose, as a web of honey spreads out from them. A swarm of bees protects them. Whenever another creature makes an attack roll against them, the attacker takes 2d4 piercing damage. A creature may be affected by a maximum of 3 of these bonuses at a time. At Higher Levels. When you cast this spell using a spell slot of 9th level, when you initially cast the spell, and when use your action on future turns, you may grant two bonuses instead of one. 9


Summon Beeyond-This-World 8th-level conjuration Casting Time: 1 action Range: 30 feet Components: VSM (A hand mirror worth 500 gp) Duration: Concentration, up to 1 hour Classes: Druid You say "Beeyond-This-World" into the hand mirror, which expels higher-dimensional facsimilies of bees that congeal together into a crude mimicry of a humanoid in an unoccupied space you can see within range. The BeeyondThis-World is an ally to you and your companions. It disappears when it drops to 0 hit points or when the spell ends. In combat, the Beeyond-This-World shares your initiative count, but it takes its turn immediately after yours. The Beeyond-This-World understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will attempt to attack the nearest creature other than you with its Beefist attack. At Higher Levels. When you cast this spell using a spell slot of 9th level, use the higher level wherever the spell's level appears in the stat block, and the size of the Beeyond-ThisWorld becomes Large. Beeocalypse 9th-level conjuration Casting Time: 1 Action Range: Self (300-foot radius) Components: VSM (Royal jelly worth 1 gp, empty beehive) Duration: Instantaneous Classes: Druid You call forth an apocalyptic amount of bees, causing 80 swarms' worth of bees to fly out of whatever cracks, crevices, and holes are present within a 300-foot radius of you (or from nowhere, if none exist). When you cast this spell, choose between having the bees flood the area or targeting the bees by swarm. Flood. You cause the bees to swarm over those who draw your ire. Choose any number of creatures within range. Roll 80d6 piercing damage and 80d6 poison damage and divide it equally between all targets (round down), up to a maximum of 60 piercing damage and 60 poison damage per creature. Each target must make a Constitution saving throw, taking half damage on a success, and becoming poisoned until the end of their next turn on a failure. Targeting. You quickly prioritize certain creatures while ensuring that others are not spared the sting of your wrath. For each creature within range of your choice, choose how many of your 80 swarms target that creature, up to a maximum of 22 swarms per creature. Each target make a Constitution saving throw, taking 1d6 piercing damage and 1d6 poison damage per swarm targeting it and being poisoned until the end of their next turn on a failure, or half as much damage on a success. Any untargeted bees disappear, doing no damage. 10 Beeyond-This-World Medium aberration Armor Class 11 + the level of the spell (natural armor) Hit Points 80 + 15 for each level above 8th Speed 15 ft., Fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 12 (+1) 14 (+2) 15 (+2) 6 (-2) Skills Athletics equals your spell attack modifier Resistances piercing, poison, psychic Condition Immunities Charmed, Frightened, Paralyzed Senses blindsight 30ft., passive Perception 12 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Multi-Dimensional. The Beeyond-This-World may grapple creatures up to two sizes larger than it, instead of only one size larger than it. Its attacks are also considered magical. Actions Multiattack. The Beeyond-This-World makes one Beefist attack, one Enwrap attack, and one Omnidirectional Stings attack (if it can). Beefist. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level piercing damage + 1d10 poison damage. Enwrap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 4 + the spell's level piercing damage, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the Beeyond-This-World can't use its Enwrap on another target. Omnidirectional Stings. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., One creature which this creature is grappling. Hit: 3d6 + 4 + the level of the spell piercing damage + 3d6 poison damage, and the target must roll a Constitution saving throw against your spell save DC, being poisoned on a failed save until the end of its next turn.


Chaos Swarm 9th-level conjuration Casting Time: 1 action Range: Self Components: S Duration: Instantaneous Classes: Druid, Sorcerer You summon a large cloud of elemental chaos around you, which you coalesce into an unpredictable flood of magical effects. Roll 5d20, the number rolled on each of these die determines the effects of the spell, as shown below. Unless specified otherwise, all spells which are cast as an effect of this spell are cast immediately, requiring no components, actions, or spell slots, and do not require concentration. If you are under the effects of the Elemental Poison spell, all spells cast via this spell are affected by Elemental Poison, using the same element which you chose for Elemental Poison. Chaos Swarm d20 Result 1 A Beeyond-This-World manifests within 5 feet of you. It is hostile to all creatures, and has its own initative. Its spell level is 8, and its attack modifier and athletics modifier is +11. In combat, it targets the nearest creature as though it was commanded to attack it. It disappears after 1 minute, or when reduced to 0 hit points. 2 All creatures within 90 feet of you (including yourself) are targeted with the Honeytrap spell, with saving throw DC 18. 3 The Candlewax spell is cast by you at 4th level, centered around yourself. The radius is expanded to 60 feet. 4 A Giant Bee appears 5 feet above the creature with the lowest current hit points within 120 feet. The spell level is 4, its attack modifier is +8, its poison effect's saving throw DC is 16, and it has 30 additional temporary hit points. Its creature type is changed to Undead, and it is hostile to all non-undead. If a creature which has been poisoned by it dies within 1 minute of being poisoned, an identical Giant Bee bursts from the creature's corpse after 1 round. All Giant Bees from this effect have their own initative and unlimited duration. 5 All creatures within 120 feet of you gain one of the active bonuses of the Hyper Hive spell at random for 1 minute. 6 One random creature within 60 feet of you, other than you, gains the benefits of the Armor of Wax spell. While this creature has the temporary hit points from this effect, its speed is reduced to 0. 7 Five cubes of honey, as in the spell Cube of Honey, are created in a plus formation in an area within 150 feet of you of the DM's choice, so long as the resulting cubes do not include your position. 8 A random allied creature within 60 feet of you casts the spell Wicker Cage at 3rd level on a random creature hostile to you within the range of the spell. The allied creature uses its Wisdom as its spellcasting ability for this effect. 9 1d6+1 15-foot squares of ground within 120 feet of you of your choice are permanently transmuted into flowery ground as in the Flower Field spell. These areas do not violently wither after 1 round, and treat all creatures as allied. 10 A random creature within 60 feet of you casts Summon Queen's Guard at 5th level twice, with range 5 feet and duration 1 minute. The creature uses its Wisdom as its spellcasting ability for this effect. The two Queen's Guards will attempt to stay within 5 feet of the caster. 11 A creature of your choice within 60 feet of you gains the effects of the spell Handful of Bees for 1 minute. The creature may use the effect as a Bonus Action, but doing so does not increase the size of the cone. 12 All creatures within 120 feet of you gain 1 wax copy of themselves, as in the spell Wax that Walks. If not used within 1 minute, the copy disappears. 13 The creature furthest away from you within 60 feet of you casts the spell Conjure Flaming Bees, with it as the centre of the spell. Additionally, it must target itself with at least one swarm. 14 A random ally within 60 feet of you summons four barriers of wax, as in the spell Barrier of Wax, in a line within 60 feet of them. The barriers have an unlimited duration. 15 The creature with the lowest Armor Class within 30 feet of you becomes immune to piercing damage until the end of your next turn. 16 A red, blue, or yellow candle (your choice) appears on top of your head. You and any allied creature who starts their turn within 10 feet of you gain the benefit of that color candle as in the spell Mystical Candles. The spell level is 6 for this effect. The candle disappears after 1 minute. 17 The hostile creature with the highest hit points within 120 feet of you must make a Constitution saving throw, or have one of its limbs (your choice of limb) replaced with a wax spear, as in the cantrip Wax Spear, for 1 minute. 18 You cast the spell Summon Solitary Bee at 9th level. The duration is reduced to 1 minute. 19 Until the end of your next turn, each time poison damage is dealt to a creature within 120 feet of you, you gain temporary hit points equal to half the damage dealt. If you are under the effects of the spell Elemental Poison, this effect instead applies to the element which you chose as part of that spell. 20 Roll again on this table. You may choose to add or subtract 1 from the resulting roll, changing the result. "The situation has only been made worse by the addition of yet more bees!" 11


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