Swarmkeeper
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Swarmkeeper Magic
At 3rd level, you gain the following spells. They do not count against your spells known, and count as ranger spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level. When you cast mage hand, it takes the form of your swarm.
1st Level: Faerie Fire, Mage Hand
2nd Level: Web
3rd Level: Gaseous Form
4th Level: Arcane Eye
5th Level: Insect Plague
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you can pick one of the following: swarming insects, miniature twig blights, fluttering birds, or playful pixies.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack's target takes 1d6 piercing damage from the swarm.
The attack's 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.
You are moved by the swarm 15 feet horizontally in a direction of your choice.
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
The damage of Gathered Swarm increases to 1d8.
If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then can move to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can move through enemies and allies at no additional movement cost when you use this feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.