Swarm Unit. This unit represents a group of elite House agents acting in unison. Area spells do half damage. The swarm can’t be grappled, charmed, frightened, or knocked prone.
Markbond Coordination (1/turn). After the swarm takes an action, one ally within 30 ft can immediately move up to half their speed without provoking opportunity attacks.
Arcane Conduit. The swarm can use magic items or cast cantrips as if it were one creature with multiple hands, voices, and focuses.
Limited Spellcasting. The swarm casts spells using Charisma (spell save DC 15, +7 to hit). It requires no components.
At-will. Fire Bolt, Lightning Lure, Mage Hand
1/day each. Scorching Ray, Mirror Image, Shield
On Turn — Choose 1 Action
Coordinated Volley.
Martial Strike (Deneith & Tharashk Focus)Each of 3 targets within 60 ft must make a DC 17 Dexterity saving throw. On a failed save: 4d8 piercing damage. If two or more fail, the swarm may immediately move up to 20 ft.
Elemental Bolts. Arcane Assault (Cannith, Lyrandar, Orien Focus) Make 3 ranged spell attacks: +8 to hit. Each must target a different creature. On hit: 3d10 force damage (or substitute fire or lightning).
Marked Barrage. (Recharge 5–6) Surge of Power (Sivis & Medani Focus) Choose one enemy within 60 ft. That creature must make a DC 18 Constitution saving throw. On a failed save: 6d6 force damage, and it cannot take reactions until the end of its next turn. On a successful save: Half damage.
Hero Action (1/Encounter)
“Storm the Gap!” (Triggered when a Herald drops below half HP) The swarm immediately moves up to 60 ft. Each enemy in the path must make a DC 18 Strength saving throw or take 5d8 bludgeoning damage and be knocked Prone. Then, the swarm may immediately take Coordinated Volley as a bonus action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/3/2025 12:33:09 AM
|
13
|
1
|
--
|
Coming Soon
|