Base Class: Warlock
Your patron commands a seemingly infinite Swarm of mindless creatures. Whether it be an insectile invader, a forgotten primordial, or the Lord of the Flies, your patron has incorporated you into their Swarm and given you command over a small portion of its legions. Commanders of Swarms often desire only to grow their Swarm ever larger through endless cycles of consumption and production. Great power has been granted to you, but each time you join the Swarm it gets a little harder to return to your original form...
Expanded Spell List
1st-level Swarm feature
The Swarm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Swarm Expanded Spells
Spell Level | Spells |
---|---|
1st | false life, fog cloud |
2nd | animal messenger, blur |
3rd | animate dead, conjure animals |
4th | fabricate, giant insect |
5th | contagion, insect plague |
Disperse
1st-level Swarm feature
As a bonus action, you transform into a swarm of tiny creatures or animated objects which fills the space you occupied. You choose whether your equipment falls to the ground in your space or merges into your new form. While you are transformed, you retain all your original statistics and features aside from the following changes:
- You cannot cast spells or make weapon attacks as a swarm.
- You gain resistance to piercing, slashing, and bludgeoning damage.
- You can pass through or occupy the space of other creatures regardless of their size, and vice versa. Occupied spaces are difficult terrain, and while you occupy another creature's space you have cover against attacks originating from outside your space.
- You can pass through spaces as small as one inch in diameter without squeezing.
- You can understand the languages you know, but you cannot speak.
- You cannot be grappled.
At the start of your next turn*, the swarm coalesces back into your humanoid form. If you were occupying another creature's space, you appear in the closest unoccupied space. You can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest.
* Starting at Warlock level 6, the duration is instead 1 minute.
Evolved Swarm
6th-level Swarm feature
Your Disperse feature now has a duration of up to 1 minute. You can end Disperse early by using a bonus action to return to your humanoid form. While in swarm form, you can use the Attack action to make a special attack. For the purposes of this attack your swarm functions as a simple melee weapon with a reach of 0 feet that deals 1d8 magical piercing damage. When you attack with this weapon you can add your Charisma modifier, instead of Strength or Dexterity, to the attack and damage rolls.
Additionally, you gain a benefit based on your choice of Pact.
Pact of the Blade
When you use Disperse while holding your pact weapon, your swarm attacks count as pact weapon attacks and receive the same bonuses granted by the weapon and related warlock invocations.
Pact of the Chain
When you use Disperse while your familiar is active, you gain any additional senses the familiar possesses for the duration. Additionally, enemies sharing space with you have disadvantage on saving throws originating from your familiar's attacks.
Pact of the Talisman
While in swarm form, you can choose to automatically succeed on any saving throws originating from the wearer of your talisman. Additionally, the wearer gains a +2 bonus to AC and dexterity saving throws when you both occupy the same space.
Pact of the Tome
When you use Disperse while carrying your Book of Shadows, you can cast any cantrips in the book as a touch spell with a range of 0 feet for the duration. You can ignore material components and perform vocal and somatic components in whatever manner your form permits.
Ten Thousand Scouts
10th-level Swarm feature
As an action, you can send out a scouting swarm in a wide-ranging burst. You gain the effects of Commune with Nature with the following amendments:
- You can gain knowledge in areas of civilization, although the range is limited to 300 feet and the questing swarm is likely to be noticed by inhabitants.
- You do not receive the knowledge until 10 minutes after you've sent the swarm out. During this time you cannot use your Disperse feature.
Once you use this feature, you can’t do so again until you finish a long rest.
Swarmnado
14th-level Swarm feature
As an action, you erupt into a massive swarm that fills all spaces within 20 feet of your current position. The area you fill functions as difficult terrain and is lightly obscured. While in this form, you cannot be targeted or affected. Creatures who start their turn in the area must make a Dexterity saving throw. On a failed save, the target takes 6d6 magical slashing damage and is blinded until the start of its next turn; half damage on a success.
When you activate this feature, you can designate any number of creatures you can see to be unaffected by it. At the start of your next turn, you reappear in an unoccupied space anywhere within the affected area and the effect ends.
Once you use this feature, you can’t do so again until you finish a long rest.
Additional Invocations
These invocations allow you to further customize your swarm. To use them in D&D Beyond, leave one of your invocation slots blank in the character builder and find the homebrew feat in D&D Beyond which will be in this format: Warlock Invocation: Airborne Swarm. Use the 'Manage Feats' button at the bottom of the Features and Traits section of your character sheet to add the feat. This will apply the invocation to your character.
Airborne Swarm
Prerequisite: Swarm subclass, Warlock level 6
When you use Disperse, you gain a flight speed equal to your walking speed for the duration, and you can hover.
Clinging Swarm
Prerequisite: Swarm subclass, Warlock level 6
When you hit a creature with your swarm attack, you can attempt to grapple it using your spell attack modifier in place of your Athletics skill. While grappling a creature as a swarm, you occupy all of its space and only its space, your movement is reduced to 0, the creature's movement is not affected, and if the creature moves you move with it.
When a creature you are grappling starts its turn, it takes damage equal to your Charisma modifier. This damage can be of any type that you can deal with your swarm attack. The grappled creature can use its action to escape the grapple as normal.
Coordinated Swarm
Prerequisite: Swarm subclass
When you are subjected to an effect originating from your ally that allows you to make a saving throw to take only half damage while you are in swarm form, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Additionally, you can communicate simple phrases and concepts while in swarm form, shaping yourself into shapes or symbols, making crudely coordinated sounds, flashing bioluminescent lights, releasing scents, or providing similar sensory information.
Empowered Swarm (necrotic)
Prerequisite: Swarm subclass, Warlock level 6
Your swarm attack can deal necrotic damage rather than piercing, and on a hit the target suffers a level of exhaustion unless it already has one or more levels of exhaustion.
Additionally, when you spend one minute adjacent to a corpse that has died within the last hour, you can regain hit points equal to your warlock level. Once you have used this ability, you cannot use it again until you've taken a short rest.
Empowered Swarm (radiant)
Prerequisite: Swarm subclass, Warlock level 6
Your swarm attack can deal radiant damage rather than piercing, and on a hit the target is outlined in light until the start of your next turn. Creatures outlined in this manner cannot benefit from being invisible.
Additionally, when you use Disperse, you can choose for your swarm to emit 5 feet of bright light and 5 additional feet of dim light for the duration.
Empowered Swarm (psychic)
Prerequisite: Swarm subclass, Warlock level 6
Your swarm attack can deal psychic damage rather than piercing. While in swarm form, you can use an action to force a creature in your space to make a Wisdom saving throw. On a failure, that creature is frightened for 1 minute or until you lose concentration, as if on a spell. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constructs and undead are unaffected by this ability. Once you have used this action, you cannot use it again until you've had a short rest.
Additionally, while in swarm form you can speak telepathically with a creature sharing your space.
Empowered Swarm (thunder)
Prerequisite: Swarm subclass, Warlock level 6
Your swarm attack can deal thunder damage rather than piercing and it deals double damage to objects and structures. Creatures that enter or start their turn in your swarm's space are deafened until the start of their next turn.
Additionally, when in humanoid form, you can project your voice to be heard clearly from up to 300 feet away.
Expansive Swarm
Prerequisite: Swarm subclass, Warlock level 6
When you use Disperse, you can choose to have a size of Small, Medium, or Large. While in swarm form, you can use a bonus action to switch between Small, Medium, or Large sizes.
Additionally when you use Ten Thousand Scouts, the area you survey increases to 5 miles around you, or 1000 feet underground or in civilization.
Skittering Swarm
Prerequisite: Swarm subclass
While you are in swarm form, your walking speed increases by 10 feet, you gain a climb speed equal to your walking speed, and you can ignore nonmagical difficult terrain. Opportunity attacks on your swarm form are made with disadvantage.
Spinning Swarm
Prerequisite: Swarm subclass
While in swarm form, you can cast web once every short rest without expending a spell slot, but the origin point of the effect must be adjacent to your space.
Additionally, whenever you fall you can descend slowly for the first 60 feet, landing safely if you reach a surface. Otherwise you resume falling beyond that point.
Previous Versions
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