Base Class: Warlock
You've made an otherworldy bargain with the sovereign of a supernatural hivemind. The origins of this being are ancient and mysterious, but its plans are very clear. Assimilation. This sovereign has control over many creatures throughout the realms and can take them over to act through them. Its intentions for you are to spread its control until all creatures throughout the realms have become a part of the hive.
Hive Magic
The Hive grants the following spells to you through your connection to it.
| Hive Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Command, Entangle |
| 2nd | Alter Self, Web |
| 3rd | Animate Dead, Sending |
| 4th | Compulsion, Giant Insect |
| 5th | Contagion, Insect Plague |
The influence of the Hive also changes your spellcasting ability to WIS.
Connected Minds
Starting at 1st level, thanks to your connection to the hivemind, your consciousness is expanded. This allows you to speak into the minds of other creatures; you can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your words, but the creature must be able to understand at least one language.
You are also resistant to Psychic damage and able to cast the Detect Thoughts spell without expending a spell slot once every long rest.
Hive Parasite
At 6th level, The Hive has granted you a new power to advance its influence. You are able to conjure a tiny insect-like parasite in the palm of your hand that can burrow its way into creatures' minds, allowing you to control them. The creature you intend to take over must be living and have a WIS score of at least 5. After infesting the creature, it must succeed in a WIS saving throw (DC = Spell Save DC) or fall under your control. Creatures immune to being charmed are not immune to the control of your parasite.
Once under your parasite's control, the creature now follows any orders given to it by you and only you. If in combat, the controlled creature shares your initiative but takes its turn separately. On each of the creature's turns, it must keep making saving throws to overcome the control of the parasite; on each fail, it takes 2d6 Psychic damage. After a successful saving throw, the creature expels your parasite, and the parasite dies. If not in combat, the control of the parasite lasts for 24 hours or until you sever the connection. You can only have one parasite conjured at a time. If you conjure a new one while having a creature under your control, the connection is severed.
The number of parasites you can conjure at a time increases by 1 at levels 10 and 14. This feature can be used once every short rest.
Scattering Swarm
At 10th level, as an Action, your body dissipates into a swarm of flying insects. In this form, your only method of movement is a flying speed of 15 feet. You can enter and occupy the space of another creature, and when you leave the range of another creature, you do not prompt Opportunity Attacks. You have Resistance to nonmagical damage and Advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes and narrow openings, though the swarm can't maneuver through liquid substances. You also can't fall and remain hovering in the air even when Stunned or Incapacitated. You can attack in this form, rolling for an unarmed strike and dealing 1d6 Piercing damage.
You are able to use this feature a number of times equal to your WIS Modifier every long rest.
Growing Connection
Also at 10th level, your growing connection to the Hive grants you stronger parasites. You can now conjure 2 parasites per short rest and control both simultaneously. Your control over the infested creatures now lasts for 4 days, or until you sever the connection or when you conjure a 3rd parasite. The saving throw to overcome the parasite is now your Spell Save DC + WIS modifier. On a failed save, the creature now takes 2d8 Psychic damage.
Plus, your deepened connection has begun to alter your physical appearance. Tiny unseen hairs have grown on your hands and feet, granting you a climbing speed equal to your walking speed. You can move across vertical surfaces and upside down along ceilings while leaving your hands free. More parts of your body have started to become insect-like. You can decide in what way from the Hive Alterations table below.
| d6 | Hive Alteration |
|---|---|
| 1 | Your eyes have become solid black. (grants 30ft Darkvision) |
| 2 | Antennae have sprouted from your head. (grants advantage on Nature checks and Perception checks that rely on smell) |
| 3 | Your teeth have sharpened into fangs/become mandibles. (grants advantage on Intimidation checks) |
| 4 | An additional pair of smaller eyes rests under your normal ones. (grants advantage on Perception checks that rely on sight) |
| 5 | Your nails have grown claw-like (Unarmed Attacks deal slashing damage) |
| 6 | Your blood has become thicker and green in color. (grants Resistance to Poison damage and being Poisoned |
Full Assimilation
When you reach 14th level, your assimilation with the Hive has been completed. The control of your parasites lasts indefinitely or until you choose to sever the connection or when you conjure a 4th parasite. The infected creatures also can no longer make saving throws to overcome the influence of the parasites. All of your creatures infected with a parasite can now also use the Scattered Swarm feature.
Additionally, your body has gone through even further adaptations. When you are not wearing armor, as an action, you can sprout a pair of insect-like wings from your back. The wings grant a flying speed equal to that of your walking speed. And you can toughen parts of your body into a carapace-like shell to defend yourself. While your carapace is active, you have resistance to all non-magical physical damage. You can have only one feature active at once per short rest, but both last for 1 hour.
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