Base Class: Sorcerer
[Creator Note: This is not actual Sup-Class, but full time new Class]
As a Swarm, at some point in your life you have been cursed by the tremendous power that separates your soul from your body:
(1)- For punishment by a powerful Mage
(2)- Through a strange Artifact or Machine encountered on the adventure
(3)- Through his own Wrath and Tragedies during the LEW - ( Disturbing Handbook Homebrew)
(4)- Possible own version
The Soul began to connect with the closest living matter that were able to control. However, one organism could not fully contain your soul, and began to take more and more of it until the Swarm has now fully accumulated your soul. The Swarm has formed into an object close to your original body due to the manifestation of your soul. All your Racial Abilities are tied to your soul and are preserved. (Can also treat this class as a curse on the player, taking away his original class and replacing it with this one, Please DM's don't use it against your players without them knowing and talking it over with them) - You lose all your proficiency, your new body is not strong enough to lift the sword and maneuver it, strong enough to carry even light armor - at most ordinary clothes or rags, whether it is efficient enough to use specialized tools. But driven by revenge, the desire to regain a normal body - using the swarm abilities to move on.
The Swarm is not a collective mind of creatures, but a single mind controlling a group of less intelligent creatures, depending on their species, you gain the appropriate abilities for them ( [Lv.1]Swarm Species: ), and as a magical manifestation of the soul, you gain the ability to cast spells, mostly associated with ,,Disgusting Bugs".
But each swarm initially has the same general abilities, which are explained by the natural mechanic work of the new body. With the future more and more attachment to the swarm with your magical soul, giving it new Magical Abilitiesi ( [Lv.2]Rapid Evolution: ).
[Creator Note: This class is quite unusual, and hard]
[Lv.1]Hit Points
Hit Dice: 1d12 per swarm level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 6) + your Constitution modifier per swarm level after 1st
[Lv.1]Proficiencies
Armor: None
Weapons: Dagger, Light Club, Sling, Whip
Tools: None
Saving Throws: Constitution, Dexterity, Wisdom
Skills: Choose (4) from Survival, Stealth, Animal-Handing, Sleight of Hand, Nature, Acrobatic, History, Intimidation
[Creator Note: And I mostly mean, a very much LIGHT weapons D4 in mind, but originally i have in mind, also None Proficiencies in Weapon]
[Lv.1]Swarm Species
Choose the race of creatures that make up your body. You can only have a body of one species, unless the DM allows Mix.
Some races give you bonuses appropriate to her
1. Spiders - Poison or Constructor Web
2. Ants - Poison or Paralyze
3. Wasps or Bees - Poison
4. Flies - Levitation or Fly (Ask DM) (or Any other flying Creatures)
5. Beetles - +1 AC, +1 STR
6. Cockroaches - +2 AC
7. Earthworms - Burrowing Speed
8. Fireflies - Light and Radiance Spells
9. Crickets or Locust - Sound Spells
10. Snails - +2 AC or Climbing Speed
11. Mix (Ask DM) - Regeneration from all species
Other, different than Bugs:
12. Rats - Poison
13. Bats - Levitation or Fly (Ask DM)
14. Lizards - Better Regeneration
15. Oozes - False Appearance
16. Let's be crazy, make something you want
[Creator Note: Possibilities in progress. And that's only a hints - no need to use them in a play, and I mean - abilities]
[Lv.1]Disturbing Look
You are not ugly, just unpleasant to see
You gain Expertise in Intimidation
[Lv.1]Swarmcasting
By now, magic nature of your soul. You gain several magic attributes. One of them is focusing glims of magic thought your new body, with more are similar to adapting the body to suited your will with a glims of magic to it. See Spells Rules for the general rules of spellcasting and the Spells Listing for the swarm spell list.
[Creator Note: This is not the best explanation, but i hope you get my point]
Cantrips
At 1st level, you know four cantrips of your choice from the swarm spell list. You learn additional swarm cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sworm table.
Spell Slots
The Swarm table shows how many spell slots you have to cast your swarm spells of 1st level and higher. To cast one of these swarm spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.
Spells Known at 1st Level and Higher
At 1st level, you know two 1st-level spells, and one 2nd-level spell of your choice from the swarm spell list.
[Creator Note: Work in Progress]
Spellcasting Ability
Constitution is your spellcasting ability for your swarm spells, since the power of your magic takes more physical appearance, and using a material body of other creatures to focus power of your magic soul, with in the same time is your own body. What doesn't fully take your ability to cast not material spells, but it's still very straining on your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a swarm spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
No need of having an special arcane focus as a spellcasting focus for your swarm spells. As you alone, by your body has this role. What also make major change in some spells. Now, spells you cast not longer need (M)aterial to cast (You don't take damage instead, however if DM's really hates you, maybe you does)
[Lv.1]Shape Changer
Not only does your soul keep the swarm together, but as an almost free soul, you can change your shape for a short period of time and take other forms - still depending on size of your soul and the number of creatures in the swarm.
You can fit through small spaces (Still depending at size of individual creatures you are made of)
You can feel and appear 2 sizes larger (DM's gave him this Adv. on Intimidation)
[Lv.1]Unstable Body
Since your body isn't a unified construct, that can take damage like a flesh body, but a group of not fully merged tiny objects, you gain many benefits because of this. But also they can put you in greater threats, like it's much more easier to cut off your arm, not really getting rid of her forever, since it can easy get back to you that part of the Swarm, but in that small amount of time you can have disAdv. in fight. But for cheer up - you can survive decapitation. But remember you are not immortal, in one time maybe your soul will don't have a place to back away, and your soul will leave the material world.
You gain a resistance against piercing damage (1/2 Piercing DMG)
[Creator Note: Maybe on Slashing DMG, but I'm still not sure]
[Lv.1]Storable Body
Because your body is made up of lots of little interconnecting beings - you can keep small things inside you - without compromising your mass, like: coffer, money or a sword(only in a scabbard otherwise you will take damage)
[Creator Note: Do not allow players to store the entire warehouse there, it is not that large space, but it is interesting when you have to, for example, hide something or transport it secretly]
Your body can hold 1 cubic foot/ 30 pounds of gear (Fast example)
[Lv.1]Queen Mother
Your special connection with concrete species of creatures from the start gave you almost unbreakable bond with that species, maybe even connect with flow of nature. After time your body isn't just a first Nest with you connect your soul, they reproduce, and like many colonies species they have they Queen, a major factor that you still exist, and your body don't fell apart from missing of parts. That ability gave you a Natural Regeneration of some sort, you don't need magic or a rest - Just time, and slowly you will back full, but no more than your soul can fill. But that not an only method, if you on your way find a other nest of ,,your,, species you very easy can get control over it and introduce it to your Swarm. But remember - your body isn't lifeless or mindless, only making your orders, it's still fully live ecosystem, need to reproduce, need eat, need sleep.
You will regenerate 2 hp. per 1 hour
Depending on size of funded nest you can regenerate up to (1D - 4, 6, 8)
[Creator Not: With possibility to upgrade that on higher level]
[Lv.2]Rapid Evolution
You influence by magic a next generation of species in a Swarm, to suited your need. This change can have many outcomes, but as an every evolution, can't be undone, only change and using it better. This trick is easy, and have many possibilities. Choose one of the given examples. When you reach 2nd level, and again at 5th, 7th, 10th, and 15th level. Or be crazy and make something own.
Gain:
1. Fluorescence - Gain access to Light and Radiant Spells
2. Elecrio Static - Gain access to Electric Spell
3. Claws - Gain special soldiers with much bigger claws, D4 Weapon
4. Poison Purse - Poison attacks and Poison Spells
5. Paralyze Juice - Paralyzing attacks
6. Loud body Parts - Gain access to Sound Spells
7. Chitin Soldier - Gain +1 AC
8. Camouflage - Gain lesser False Appearance
9. Transparent - Lesser Invisibility or angain False Appearance
10. Wings - Levitation, Feather Fall
[Lv.3]Monstrous Senses
Your channeling connection with insects start to gave you new senses. Many creatures, to protect them self, naturally evolve better than human senses. When you reach 3rd level, and again at 5th, 9th, 12th, and 16th level, this ability reach will increase
Blindsight 10/ft.
[Lv.4]Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[Lv.4]Special breed Soldier
One of a time, some species can create special more evolve unit. Bigger, tougher and stronger. Given by you, magic influence evolving one of that creature is born, and can act on own will. Still subject to the queen. And function as a familiar. It looks just like a bigger version of your species. It's basically a drone
[Lv.5]Rapid Evolution
You influence by magic a next generation of species in a Swarm, to suited your need. This change can have many outcomes, but as an every evolution, can't be undone, only change and using it better. This trick is easy, and have many possibilities. Choose one of the given examples. When you reach 5tf level, and again at 7th, 10th, and 15th level. Or be crazy and make something own.
Gain:
1. Fluorescence - Gain access to Light and Radiant Spells
2. Elecrio Static - Gain access to Electric Spell
3. Claws - Gain special soldiers with much bigger claws, D4 Weapon
4. Poison Purse - Poison attacks and Poison Spells
5. Paralyze Juice - Paralyzing attacks
6. Loud body Parts - Gain access to Sound Spells
7. Chitin Soldier - Gain +1 AC
8. Camouflage - Gain lesser False Appearance
9. Transparent - Lesser Invisibility or angain False Appearance
10. Wings - Levitation, Feather Fall
[Lv.5]Monstrous Senses Upgrade
Your channeling connection with insects start to gave you new senses. Many creatures, to protect them self, naturally evolve better than human senses. When you reach 5th level, and again at 9th, 12th, and 16th level, this ability reach will increase.
Blindsight 20/ft.
[Lv.6]Infest
The Swarm can now occupy another creatures body. With more time comes experience and knowing own capabilities. Now better and longer used of Shape Changer. You discover new and gruesome ability. By going inside the body of the victims. If he fail on a DC 14 Constitution. You can taste glims of real body, but body taken like that will not survive long, muscles stop working, bone pushed from the places. Any round occupying creature will deal 1 DMG - Multiplied by 2 every tour. Until it would die, you take full control over this body. Creature can't be larger than you.
[Creator Note: This ability really is in Progress Work]
[Lv.7]Rapid Evolution
You influence by magic a next generation of species in a Swarm, to suited your need. This change can have many outcomes, but as an every evolution, can't be undone, only change and using it better. This trick is easy, and have many possibilities. Choose one of the given examples. When you reach 7tf level, and again at 10th, and 15th level. Or be crazy and make something own.
Gain:
1. Fluorescence - Gain access to Light and Radiant Spells
2. Elecrio Static - Gain access to Electric Spell
3. Claws - Gain special soldiers with much bigger claws, D4 Weapon
4. Poison Purse - Poison attacks and Poison Spells
5. Paralyze Juice - Paralyzing attacks
6. Loud body Parts - Gain access to Sound Spells
7. Chitin Soldier - Gain +1 AC
8. Camouflage - Gain lesser False Appearance
9. Transparent - Lesser Invisibility or angain False Appearance
10. Wings - Levitation, Feather Fall
[Lv.8]Ability Score Improvement
When you reach 8th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[Lv.8]Multiple Limbs
Influence by your many limbs, friend, with many of them adapt. You teach your self, thanks to yours to side connection, a base for usage of multiple limbs, by changing some structure of your body for a short period of time your soul can steer two pairs of arms. Same size as your first, with the same maneuverability.
[Lv.9]Monstrous Senses Upgrade
Your channeling connection with insects start to gave you new senses. Many creatures, to protect them self, naturally evolve better than human senses. When you reach 9th level, and again at 12th, and 16th level, this ability reach will increase.
Blindsight 30/ft.
Tremorsense 10/ft.
[Lv.10]Rapid Evolution
You influence by magic a next generation of species in a Swarm, to suited your need. This change can have many outcomes, but as an every evolution, can't be undone, only change and using it better. This trick is easy, and have many possibilities. Choose one of the given examples. When you reach 10tf level, and again at 15th level. Or be crazy and make something own.
Gain:
1. Fluorescence - Gain access to Light and Radiant Spells
2. Elecrio Static - Gain access to Electric Spell
3. Claws - Gain special soldiers with much bigger claws, D4 Weapon
4. Poison Purse - Poison attacks and Poison Spells
5. Paralyze Juice - Paralyzing attacks
6. Loud body Parts - Gain access to Sound Spells
7. Chitin Soldier - Gain +1 AC
8. Camouflage - Gain lesser False Appearance
9. Transparent - Lesser Invisibility or angain False Appearance
10. Wings - Levitation, Feather Fall
[Lv.10]Nest Division
You start gaining better control over your soul. Thanks to insect nature to cooperate, creating new nest, unity between them. For the short period of time, you can split parts of your soul to create two smaller versions of you, with half your life points, both sharing initiative, and starts, but they can't heal over half of your maximum hit points.
[Lv.12]Ability Score Improvement
When you reach 12th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[Lv.12]Monstrous Senses Upgrade
Your channeling connection with insects start to gave you new senses. Many creatures, to protect them self, naturally evolve better than human senses. When you reach 12th level, and again at 16th level, this ability reach will increase.
Blindsight 30/ft.
Tremorsense 20/ft.
[Lv.14]Gaining Access
Gaining Access only for homebrew
[Lv.15]Rapid Evolution
You influence by magic a next generation of species in a Swarm, to suited your need. This change can have many outcomes, but as an every evolution, can't be undone, only change and using it better. This trick is easy, and have many possibilities. Choose one of the given examples. When you reach 15tf level. Or be crazy and make something own.
Gain:
1. Fluorescence - Gain access to Light and Radiant Spells
2. Elecrio Static - Gain access to Electric Spell
3. Claws - Gain special soldiers with much bigger claws, D4 Weapon
4. Poison Purse - Poison attacks and Poison Spells
5. Paralyze Juice - Paralyzing attacks
6. Loud body Parts - Gain access to Sound Spells
7. Chitin Soldier - Gain +1 AC
8. Camouflage - Gain lesser False Appearance
9. Transparent - Lesser Invisibility or angain False Appearance
10. Wings - Levitation, Feather Fall
[Lv.16]Ability Score Improvement
When you reach 16th level, and again at 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[Lv.16]Monstrous Senses Upgrade
Your channeling connection with insects start to gave you new senses. Many creatures, to protect them self, naturally evolve better than human senses. When you reach 16th level, this ability reach will increase.
Blindsight 30/ft.
Tremorsense 30/ft.
[Lv.18]Merged Body
Now almost united, with species of your previous choice, your magic soul, create some sort of magic cocoon, bodies of creatures you rule start to merged, becoming one, this is'int the body you wish you have, but now you can fill, still your body is hollow inside, and more taking a role of mobile nest. You have physical body, you have fingers, legs.... a guts, even if you look like overgrown humanoid insect, similar to species you rule, and having abilities you choose over the way of evolving. In psychic deep of your mind you know, now you can go even farther and better dealing with obstacles on your way. You gain back all of your Proficiencies - If not have one, you gain Proficiencies a of a Fighter, in Weapon and Armor.
[Lv.19]Ability Score Improvement
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[Lv.20]King Hive
Your psychic link reach maximum. With Species you control, now taking a role of the King, you can command all individual units of that Species all over the World, all of them will take you as The Higher Ruler, with along your side the Queen of the hive. If before this, you don't take away your curse.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/17/2022 9:31:55 PM
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14
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1
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0.3
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Coming Soon
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Posted May 6, 2022Sooooo, is they will be some updates?
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Posted Feb 25, 2022Yeah, but at first, I thought, this class doesn't have any professions and has to make up for something. Also it's not like - the new classes tend to be too powerful in the right frequencies. But I thought this class must be, very flexible, with plenty possibilities to Choose. to Choose - I think
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Posted Feb 18, 2022Do Mages, already aren't OP?
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Posted Feb 18, 2022Thats alot of staff, don't you thing, that can be too OP
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Posted Feb 18, 2022Welll, yeah you can, do whatever you want. This class really is in progress, so thnx for this Idea
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Posted Feb 17, 2022Can i do a Rust Monsters ?