Base Class: Warlock
Those chosen by the Scarab Queen are the sole ones chosen to carry out her vengeance and ill will against those she conspires against. Much of the paranoia is created by those whom are curious to her existence, thus her lust for anonymity creates a necessity for her royal assassin. A single one chosen, from her hive or not, has a direct connection created between the Queen and her new chosen. Despite her hive working in perfect unison, most having identical purposes in her deep, dark, sandy, stone fantasy; you are the single outlier to her cause. You, unlike the rest of her hive, have one purpose. She whispers to you, your new purpose of being into your mind like a sweet mother, drifting her child to sleep. You will kill in her name, for that is your purpose, for that is why, you are her royal assassin.
Expanded Spell List
1st-level The Scarab Queen feature
The Scarab Queen 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.
Scarab Queen Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | identify, detect poison and disease |
| 2nd | pass without trace, dust devil |
| 3rd | nondetection, erupting earth |
| 4th | confusion, freedom of movement |
| 5th | geas, insect plague |
Queen's Chosen
1st-level The Scarab Queen feature
Beginning at 1st level, you gain resistance to poison damage, advantage on saving throws against poison, and proficiency with a martial weapon of your choice. Additionally, you are able to communicate with insects, conveying and understanding general emotions and feelings in a language of buzzing and clicking. It is up to the DM's discretion whether or not you are able to learn any specific details or knowledge from the insects.
Sovereign Judgement
1st-level The Scarab Queen feature
Beginning at 1st level, your Queen blesses you with the ability to fade into nothingness. As a bonus action, you fade into the effects of the invisibility spell, and your next melee weapon attack that hits deals an extra 3d4 damage to a creature if you have advantage on the Attack roll. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the Attack roll.
The damage for this ability increases to 5d4 once you reach 6th level, 7d4 once you reach 10th level, and 9d4 once you reach 14th level in this subclass.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Scarab Mutation
6th-level The Scarab Queen feature
At 6th level, your body has begun to mutate, causing your skin to develop into an exoskeleton. You gain a +1 bonus to your AC, and gain a mutation of your choice.
Additionally, at 14th level, you gain another mutation of your choice.
Heightened Senses
You have gained supernatural senses through small antennae that have sprouted from your head. You gain a bonus to your Initiative equal to your Charisma modifier.
Scarab Wings
You have gained scarab-like wings sprouting from your shoulder blades. You have a Flying speed of 30 feet while you aren’t wearing medium or heavy armor.
Structural Adjustment
You have gained the ability to shift and adjust the form of your legs to give yourself a lighter step. You gain a bonus to your Stealth checks equal to your Charisma modifier and your walking speed increases by 10 feet.
Toxic Secretion
You have gained the capability to secrete a poison from your skin if you desire. As a bonus action, you can coat your weapon with poison which lasts until the end of your next turn. A creature subjected to this poison must succeed on a Constitution saving throw equal to your spell save DC or have Disadvantage on their next attack roll.
Spiked Carapace
10th-level The Scarab Queen feature
At 6th level, your skin re-actively hardens and protrudes out shattering spikes to ward off your foes. As a reaction when you are hit by a melee attack, until the start of your next turn you gain +3 bonus to AC, including against the triggering attack. Additionally, the attacker and anyone who makes a melee attack against you until the start of your next turn must succeed a Dexterity saving throw equal to your spell save DC, suffering 4d6 piercing damage on a failed save, or half as much on a successful one.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Invoke Swarm
14th-level The Scarab Queen feature
At 14th level, you have learned to summon a swarm of scarabs to lend you aid. As an action, you summon 1d4+2 Swarm of Insects (Beetles). The swarms appear in unoccupied spaces you can see within 60 feet, and the swarms disappear when they drop to 0 hit points, when you use your bonus action to dismiss them, or after an hour has passed. Roll initiative for the summoned swarms as a group, which have their own turn. When you summon the swarms and on each of your turns thereafter, you can issue a verbal command to them (requiring no action on your part), telling them what the swarms must do on their next turn. If you issue no command, the swarms spend their turn attacking any creature within reach that has attacked it. Your summoned swarms' attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Additionally as a reaction, when a Swarm of Insects (Beetles) under your control drops to 0 hit points, you can gain a number of temporary hit points equal to 2d8 + your Charisma modifier, provided you don't already have temporary hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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