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Subclass Ranger Swarm Keeper
The Swarm Keeper is a Ranger subclass built around a magical swarm of creatures that surrounds you at all times. Gathered Swarm at Level 3 triggers on weapon hits — forcing the target to move, knocking them Prone, or granting you movement. Writhing Tide at Level 7 lets you temporarily fly by riding the swarm. Mighty Swarm at Level 11 upgrades Gathered Swarm's damage and adds Restrained as an option.
| LEVEL | FEATURE |
|---|---|
| 3 | Gathered Swarm, Swarm Keeper Spells |
| 7 | Writhing Tide |
| 11 | Mighty Swarm |
Gathered Swarm A swarm of nature spirits assists you in battle. Whenever you hit a creature with an attack roll, you can invoke the swarm in one of the following ways (choose each time):
- The target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- The swarm deals 1d6 extra Piercing damage to the target, and the target must succeed on a Strength saving throw or be knocked Prone.
- The swarm moves you up to 5 feet horizontally in a direction of your choice. This movement doesn't provoke Opportunity Attacks.
Swarm Keeper Spells The following spells are always prepared and don't count against your prepared spell limit.
Level 3: Faerie Fire
Level 5: Web
Level 9: Insect Plague
Writhing Tide You can use a Bonus Action to seize a swarm of nature spirits and ride atop it. Until the end of your turn, you gain a Fly Speed equal to your Speed. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Mighty Swarm Your Gathered Swarm grows mightier in the following ways:
- The extra Piercing damage from the swarm increases to 1d8.
- If a target is moved by the swarm, it has the Prone condition until the start of its next turn.
- If a target fails its saving throw against the swarm, it also has the Restrained condition until the start of your next turn.
The Swarm Keeper is the battlefield control Ranger subclass. Gathered Swarm triggers on every weapon hit — no action cost, no resource expenditure beyond the hit itself. The forced movement option is the most tactically flexible: push enemies into hazards, into Spirit Guardians radius, off ledges, or away from vulnerable allies.
The Prone option at Level 3 costs 1d6 extra damage + Strength save or Prone: a good trade in melee range, where Prone gives Advantage on your next melee attack. Combined with Hunter's Mark and Extra Attack at Level 5, every hit carries a forced-movement or Prone rider.
Writhing Tide at Level 7 gives flying on demand for a full turn — useful for reaching elevated enemies, escaping melee, or attacking over obstacles. It uses Proficiency Bonus, so 3 uses at Level 7 (PB +3) scaling to 4 at Level 9.
Mighty Swarm at Level 11 upgrades all three options: more damage, auto-Prone on moved targets, and Restrained as a new condition on failed saves. Restrained reduces Speed to 0, imposes Disadvantage on attack rolls, and gives Advantage on attack rolls against the target.