Tasha’s Cauldron of Everything: Swarmkeeper Ranger Scuttles By With A Final Print In D&D’s Newest Rules Expansion
Tasha’s Cauldron of Everything is just over a week old now, but it’s been dominating the D&D community forums for months now. This book serves as D&D’s newest rules expansion, printing 30 subclasses and adding optional rules and features for character creation and class advancement.
One such subclass printed in TCoE is the Swarmkeeper archetype for the ranger. This subclass made its first debut in WOTC’s Unearthed Arcana, a web-content series that offers the D&D community new material for the game to playtest and provide feedback on. The best material ends up finalized in a book. The Swarmkeeper’s features will be detailed in the article below.
Gathered Swarm scuttles in at 3rd level to start, giving the Swarmkeeper its titular swarm. This swarm is comprised of intangible nature spirits that have bonded to you. They occupy the same space as you, and you determine the appearance of the swarm. Additionally, 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 pr be moved by the swarm up to 15 feet horizontally in a direction of your choice. -You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic brings in the last of the 3rd level features, granting additional magical knowledge. You learn the Mage Hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class: Faerie Fire, Mage Hand (3rd), Web (5th), Gaseous Form (9th), Arcane Eye (13th), Insect Plague (17th).
At 7th level the Swarmkeeper is granted the Writhing Tide feature. 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.
Nearing the end, Mighty Swarm slinks in 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 Gathered Swarm, you can also cause the swarm to knock the target prone. -When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Finally, Swarming Dispersal finishes the Swarmkeeper archetype at 15th level. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonu, and you regain all expended uses when you finish a long rest.
If you like this subclass and would like to see more, it’s recommended to visit the D&D website for more information.