Homebrew Sentient Swarm Species Details

Powerful magic will on rare occasions give mystical sentience to trinkets and artifacts. This sentience may come from a soul that has departed from life, or even from primordial spirits. These spirits will psionically or mystically reach out and dominate swarms of beasts to form a semblance of a humanoid body for itself.

Sentient Swarm Traits

As a sentient trinket you have a few psionic abilities, and with a physical form of a swarm you gain a few traits of the creatures your form is made from.

Ability Score Increase

As a sentient trinket your Wisdom may come from your many lifetimes of existence. Your Wisdom score increases by 2. Though your physical form is made up of swarming creatures your dominance over them grants increased Constitution. Your Constitution score increases by 1.

Age

Sentient Swarm trinkets are usually an old family heirloom. The physical trinket may be hundreds of years old but the sentient spirit within it could be far older or even younger than the trinket itself. Sentient Swarms do not age and do not suffer or die from old age.

Alignment

The sentient spirit trapped within the trinket usually retains the alignment it had in its past life. Though being trapped and bound within a trinket for the rest of their lives does give them a small sense of resentment, leading to chaotic alignments.

Size

As a sentient trinket your size is Tiny. While you have an active insect swarm your size is Small. If your swarm is made of non-insects then your size is Medium. At level 8 you can have an insect swarm and make your body to be medium sized.

Speed

While you have no swarm your speed is 0 feet. With a swarm form your base walking and climbing speed is 20 feet. Your speeds may change based on the various swarms you dominate.

If your swarm is size small your base walking speed is 20 feet. If your swarm is size medium your base walking speed is 30 feet.

At level 3 you are able to dominate more powerful creatures. You gain a burrow speed of 10 feet through soil, if your swarm is made up of beetles or rats.

At level 5 you are able to dominate more powerful creatures. You gain a swim speed of 30 feet, if your swarm is made up of tiny fish such as quippers.

At level 8 you are able to dominate more powerful creatures. You gain a fly speed of 40 feet, if your swarm is made up of flying insects, birds, or bats.

Master of Senses

Made up of swarms of creatures you are constantly watching everything everywhere. You are proficient with the Perception skill.

At level 5 you gain Darkvision. Seeing into 60 feet of dim light as if it were bright light, and darkness as if it were dim light.

At level 8 you gain Blindsight. Your smelling and hearing increase and you gain a Blightsight out to 30 feet. This reveals invisible creatures location but not their shape or size. If your swarm is made up of snakes or bats your blindsight reveals invisible creatures as if they were visible.

Master of Forms

You can use your magical or psionic abilities to dominate swarms of creatures. During a long rest you can take some time to dominate and gather enough creatures to form a swarm or change swarm type.

While made up of a swarm of insects your body can squeeze through tight spaces, such as the seam under a doorway, or a small crack in the wall.

When you do not currently have a swarm form you merely a trinket. Your dominated creatures must stay within 10 feet of your trinket or they will no longer be dominated. You also cannot wear heavy armor of any kind.

You can add your proficiency bonus towards a skill check made to grapple or hang onto a creature or a surface.

At level 8 your abilities become stronger and you are able to gather creatures faster. During a short rest you can dominate and gather enough creatures to form your swarm body, or to exchange swarm type.

Swarming Rage

On your turn as a bonus action you can send your swarm form into a rage. While raging in this way you gain the following benefits but also suffer the following detriments:

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You are immune to the prone, grappled, and restrained conditions.
  • Your swarm is no longer in humanoid form. You cannot attack with or use any weapons or items. You can only attack with your swarms natural weapons.
  • Your swarms natural weapons increase by 4 damage of the damage type. This additional damage increases to 5 damage at level 9, and to 6 damage at level 16.
  • You gain an additional attack while in Swarming Rage. This additional attack must occur during the attack action.
  • Your various speeds increase by 10 feet.

If you are able to cast spells, you can't cast them or concentrate on them while in swarming rage.

Your swarming rage lasts 1 minute. It ends early if you knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your swarming rage early as a bonus action. Once you have performed swarming rage the number of times for your level, you must finish a long rest before you can perform swarming rage again. At level 1 you have 2 uses of swarming rage. At level 3 you have 3 uses of swarming rage. At level 6 you have 4 uses of swarming rage. At level 12 you have 5 uses of swarming rage. At level 17 you have 6 uses of swarming rage. At level 20 you have unlimited uses of swarming rage.

Aversion to Fire

Since your physical forms are made up of swarming creatures you are particularly vulnerable to fire damage. You take twice as much damage from fire. 

Psychic Resistance

You use powerful magic or psionics all the time to form your swarms. You've become a master in this use and you gain resistance to all psychic damage and advantage on saving throws against being charmed.

Natural Weapons

Your swarms creatures have natural weapons. You can use them to make unarmed strikes as an action or bonus action. You deal 1d4 + your Constitution modify of your choice of slashing or piercing damage. At level 6 you can replace the damage type with poison.

Masterful Psyche

You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Beast Bond spell once with this trait, and regain the ability to do so after a long rest. When you reach 5th level, you cast the Detect Thoughts spell once using this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Languages

You can speak telepathically to a range of 30 feet targeting a creature you can see. The creature hears your thoughts and understands, even if you do not share a language, but it must be able to understand a language in order to understand you. The creature cannot reply. This is a one way communication. Other than this you cannot speak, however you do have the ability to read and write. You know Common and one racial language that your spirit knew in it's past life. At level 8 if you take on a swarm of birds you can communicate through the birds by compelling them to make sounds that mimic speech.

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