Warlock
Base Class: Warlock

You have made your pact with the the hive mind of an otherworldly swarm of insects. This hive mind may be linked to one central figure such as a demonic hive queen or a dark deity who commands them, or simply be the interwoven network of the entire hive with no central leader. A few examples of central figures who might act as your patron may be Lolth, the Demon Queen of Spiders, or The Crawling King.  This pact has granted you the ability to call upon the power of the swarm, linking you into the fiendish hive mind and slowly altering your mind and body to better serve the swarm. 

Part of the Hive

Starting at first level you gain the ability to call upon a swarm of insects to aid you. You learn the Infestation cantrip and it does not count toward your warlock cantrips known. You also gain a small alteration to your physical form from your insectile patron, you have resistance to poison damage and advantage on saving throws against the poisoned condition.

Command the Swarm

Beginning at 6th level you gain limited control over your patron swarm . As an action, you can call forth creatures to aid you from the extra planar swarm with which you have made your pact. These creatures are summoned as if with the Conjure Animals spell, but are considered fiends, and appear in unoccupied spaces that you can see within 60 ft. You may chose to summon any of the following creatures, or a different beast that may inhabit your swarm of the same challenge rating, at the DMs discretion:

  • One beast of challenge rating 2 or lower. (Ankheg, Carrion Crawler)
  • Two beasts of challenge rating 1 or lower. (Giant Spider)
  • Four beasts of challenge rating 1/2 or lower. (Giant Wasp, Swarm of Insects)
  • Eight beasts of challenge rating 1/4 or lower. (CR of 1/4: Giant Wolf Spider, Giant Centipede) (CR of 0: Scorpion, Spider, Giant Fire Beetle)

Each creature disappears when it drops to 0 hit points or after one hour has passed

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

You may use this feature any number of times per long rest, but you must expend one spell slot each time you do so after the first.

One with the Swarm

Beginning at 10th level, your body goes through a form of metamorphosis and you gain a bug-like augmentation to your form. You may chose from one of the following augmentations to your form.

Armored Carapace - The skin in various places on your body harden and overlap, creating a form of natural armor on your form. You gain a +2 to AC when not wearing medium or heavy armor.

Aracnae Attunement - You gain sensory muscles and glands similar to that of a spider. You can cast the Web and Spider Climb spells at will and have Tremor Sense up to a range of 100 feet if you remain in one place for one round. You also ignore the effects of difficult terrain caused when attempting to move through webs.

Wings - You sprout a set of papery insect-like wings from your back. These wings grant you a flying speed of 40 feet. These wings are only strong enough to hold your own weight, you cannot carry another creature while flying this way unless they are considered small or smaller.

Poisoned Pincers - A set of sharp, black pincers find their way into your mouth. You can extend and retract them at will and it does not cost an action to do so. While your pincers are out, you gain advantage on Charisma (Intimidation) checks. If you are proficient in the Intimidation skill, your proficiency bonus is doubled for that skill while the pincers are revealed. If you are not proficient in Intimidation, you can add your proficiency bonus to any Charisma (Intimidation) check you make while the pincers are revealed. Your pincers are also a natural weapon that you can use to make unarmed strikes. You are proficient with your pincers and if you hit with them they deal 1d6 plus your Strength modifier and the creature you dealt damage to must make a constitution saving throw of 15 or take 2d10 poison damage.

 

 

Lord of the Swarm

Starting at 14th level, your attunement with the swarm strengthens to its fullest potential. 

You are immune to poison and disease.

You can cast the Giant Insect spell at will without expending a spell slot.

You can cast Eyebite once with this feature without expending a use of your Mystic Arcanum. You cannot cast this spell again using this feature until you finish a long rest.

Expanded Spell List

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.

The Swarm Expanded Spell List.

1st Level - Alarm, Color Spray

2nd Level - See Invisibility, Web

3rd Level - Stinking Cloud, Water Walk

4th Level - Giant Insect, Vitriolic Sphere

5th Level - Cloudkill, Insect Plague

Previous Versions

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