Base Class: Wizard
Intelligence is a fire, that brings forth moths to its flame. While mankind and its superior species gained it in abundance, what of the lower pests? Given the chance, these lower lifeforms will fall in line, and in turn do great things. An Arbiter of Verminkind is their savior, allowing their bodies to become hosts for their new, permanent companions. Gaining this subclass allows for the use of special spells, exclusive to those who walk the lower path, and special perks that come with their new inhabited body.
Level 3: Virulent Caster
With your new, gathered horde comes new spells and abilities, you gain access to the exclusive Arbiter of Verminkind's Spell List.
Level 3: Pestilent Body
Your flesh becomes a hollow, magically sustained husk housing the creatures over which you preside. Constitution becomes your spellcasting ability if it is higher than your Intelligence Score, and you automatically gain the Tough feat. Furthermore, you are immune to being restrained or slowed by webs.
Level 6: Compound Eyes
The more agile of your swarm share their senses with you, giving you heightened maneuvering around enemy attacks. Add your Constitution modifier to your Unarmored Armor Class.
Level 10: Deepened Control
Your control over the swarm deepen, and your wills and senses become one. Allies are no longer negatively affected by your webs, and no longer are restrained or suffer difficult terrain by them, as your weavers bend around them. Other minor creatures belonging to you who roam wherever you go, like beetles and worms, share their meager senses with you, giving you 60 ft of Tremorsense.
Level 14: From Many, One
The swarm ensnares your magic, and can manipulate the weave as you can. You can cast your spells and cantrips from any point within 100 ft, given that the space is hospitable enough for pestilent life to occur and be maintained. You must still be able to sense your target to strike them, but spells that do not require a target can still be cast within 100 ft, given the space is available for it otherwise the spell may become lost.
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