Sorcerer
Base Class: Sorcerer

Brackish waters and muddy clews of swimming worms do not abate your touch. The sliming moldy under-shelves of rocks are not unwelcoming, and the fungal infested wreaths of the rotting forest do not disturb your heart. You are one bound to and one who binds with the collective forces of life. All things living are connected, in heath and moor, and in pond. The ways that a single creature knows and is known by every other—unfathomable in number—collect to shape a universal power, and you know its touch. In mind, in soul, and in body, and especially in the small things that gather and struggle together in hives, nests, and dens, you can wield this connective power called the Lifeblood.

Pest sorcerers are detested creatures, for fear and disgust of their nature lends them with poor popularity. They are symbols of infestation and hunger. Not only are their unique talents inherently disruptive, their magic often manifests in pestilent ways: Colonies of glow worms or bio-luminescent mushrooms may grow with a light spell. Dandelions may quickly sprout and whither, shedding their seeds to mark an area with spell craft. A tiny swarm of moths may act as a mage hand.

The lifeblood is also called Animal Magnetism, Élan Vital, the Odic Force, the Orgone, or the Red.

Pest Spells

1st-level Pest Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Pest Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an necromancy spell from the sorcerer, warlock, or wizard spell list.

Pest Spells
Sorcerer Level Spells
1st entangle, speak with animals
3rd misty step, web
5th speak with plants, fear
7th dimension door, giant insect
9th insect plague, teleportation circle

Pest Swarm

1st-level Pest Sorcery feature

Your magic begets a connection with the lowliest forms of life. They are attracted to your presence, and you to theirs. As an action, you can summon a magical swarm of pests that occupies your space for 1 minute, or until you dismiss it as an action. The swarm is not a creature, and can not be targeted by attacks or spells. You choose the appearance of the swarm.

Teleport to Swarm. As a bonus action, you can move your pest swarm up to 10 feet × your sorcerer level, then teleport into its space if no other creature occupies its space. The swarm can move through creatures and spaces as narrow as 1 inch wide. Its movement does not provoke opportunity attacks. You can use this bonus action a number of times equal to your Charisma modifier, and can't do so again until you finish a short or long rest.

Once you summon a pest swarm, you can not summon another until you finish a short or long rest.

Unlatch Parasite

6th-level Pest Sorcery feature

You can rebuke your foes by dragging them through the lifeblood. When a creature within 5 feet of you hits you with an attack, you can use your reaction to spend 1 to 5 sorcery points. The creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature takes force damage equal to 2d8 + an additional 1d8 for each sorcery point you spend, and vanishes into the lifeblood. On a successful save, it takes half as much damage, and doesn't vanish.

A creature that vanishes into the lifeblood is removed from combat until it reappears in the space that it vanished from at the start of its next turn. If the space is occupied, or the creature can otherwise not reappear there, the creature instead reappears in the nearest unoccupied space.

Swarm Obelisk

14-th level Pest Sorcery feature

You have learned to craft obelisks of living power. Each radiates a unique life-force, attracting a different kind of pest life to nurture and feed off of—for example; spiders, rats, centipedes, toads, or mint. Crafting a swarm obelisk requires eight hours of work. Up to eight swarm obelisks can exist at a time. If you make a ninth, you must choose another to be destroyed.

Once per short or long rest, you can use an action to teleport up to eight willing creatures within 30 feet of a swarm obelisk that you touch, to another obelisk.

Swarm obelisks are medium sized objects with an AC of 20 and 100 hit points. They take on whatever appearance you desire, even appearing invisible or as columns of light. They are immune to psychic and poison damage, and they are resistant to non-magical bludgeoning, piercing, and slashing damage. Each dawn, a swarm obelisk regains its lost hit points. When a swarm obelisk is destroyed, you are aware of it.

Body of Pestilence

18th-level Pest Sorcery feature

The land itself writhes with anticipation of your footsteps, as weeds, bugs, and other lifeforms skitter wildly to join your personal swarm. As part of a long rest, you can perform a special ceremony to mark up to eight willing creatures with the lifeblood. A marked creature can use its action to teleport to an unoccupied space within 5 feet of another marked creature. This teleportation can cross any distance, and it can cross planes.

A mark vanishes from a creature when they use it to teleport, or when you use this feature again.

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