Base Class: Fighter
Only those of the Hive worthy enough to defend it can become a Swarm Guard. These elite fighters protect the Hive with their might and mind. These warriors are taught the secrets of Hive Marks, strange gifts that can be bestowed by a Swarm Guard. The Swarm Guard use these marks to protect and strengthen their fellows in and out of battle.
Boosting Warrior
When you choose this archetype at 3rd level, you learn to create hive marks that can enhance a creatures performance in and out of combat.
Hive Marks. You learn three hive marks of your choice, which are detailed under “Hive Marks” below. Marks enhance many different abilities.
You learn two additional hive marks of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new hive marks, you can also replace one hive mark you know with a different one. You can apply one mark to a creature as an action. A creature can only have one mark at a time. You can only apply as many marks as you have Mark Uses.
Mark Uses. You have four mark uses. You can use a mark use to trigger the effect of a mark on a creature with in 30 feet of you. When you so, that mark disappears from the creature it is attached to. You regain all of your expended mark uses when you finish a short or long rest.
You gain another mark use at 7th level and one more at 15th level.
Mark Dice. Your mark abilities use dice for their effects. This die starts out as 1d6 and increases at higher levels.
Saving Throws. Some of your marks require your target to make a saving throw to resist the mark's effects. The saving throw DC is calculated as follows:
Mark save DC = 8 + your proficiency bonus + your Constitution modifier.
Mental Awareness.
When you reach 7th level, as an action you can project your mind outward to see the consciousness of those around you. When you do so you know the location of every sentient creature in a 60ft radius around you. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Communal Boost
Also at 7th level, when you spend a mark use to activate on of your marks on a creature, you can spend an extra mark use to boost the mark. When you boost a mark you can use the benefits of the mark in the "Boost" section of the mark.
Improved Marks
At 10th level, your mark dice turn into d8s. At 18th level, they turn into d10s. In addition, the range you can activate your marks extends to 60 feet.
Potent Mark
Starting at 15th level, the first time you use a hive mark on a creature, you do not have to spend a mark use and the mark stays.
Improved Mark
At 18th level, your mark dice turn into d10s.
Hive Marks
These Hive Marks are presented in alphabetical order.
Mark of Avoidance
When the creature you have marked with this mark makes a saving throw, you can use your reaction to expend 1 mark use, rolling a mark die and adding the roll to that creature's saving throw.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next saving throw. This effect wears off in one minute if not used.
Mark of Chitin
When the creature you have marked with this mark is attacked, you can use your reaction to expend 1 mark use to add +2 to that creature's AC. Roll a mark die. The AC bonus lasts for that many rounds.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Climbing
As an action you can expend 1 mark use, allowing a creature that you have marked with this mark to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Roll a mark die. The effect lasts for a number of minutes equal to the roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Endurance
As an action you can target a creature marked with this mark and expend 1 mark use to roll one mark die. The creature gains a number of temporary hit points equal to that roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Entangling
When the creature you have marked with this mark makes an attack and hits, you can use your reaction to expend 1 mark use to force the creature to make a DC {{savedc:con}} Strength saving throw or be restrained. Roll a mark die. The creature is restrainedfor as many rounds equal to the number rolled, or until they succeed a Strength saving throw at the end of their turn.
Boost. Choose up to two creatures within 5 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Fangs
When the creature you have marked with this mark makes an attack and hits you can use your reaction to expend 1 mark use, rolling a mark die and dealing additional piercing damage equal to your roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next damage roll. The type of damage is piercing. This effect wears off in one minute if not used.
Mark of Jumping
As an action you can target one creature that is marked with this mark and expend 1 mark use to roll a mark die. For a number of minutes equal to your roll, the creature's jump distance is doubled.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Pincers
When the creature you have marked with this mark makes an attack and hits you can use your reaction to expend 1 mark use, rolling a mark die and dealing additional slashing damage equal to your roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next damage roll. The type of damage is slashing. This effect wears off in one minute if not used.
Mark of Pride
As an action you can target one creature that is marked with this mark and expend 1 mark use to roll a mark die. For a number of rounds equal to the die roll the creature's range with melee weapons is extended 5 feet.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Protection
When the creature you have marked with this mark makes a takes damage, you can use your reaction to expend 1 mark use and giving the creature resistance to that type of damage. Roll a mark die. The creature has resistance for a number of rounds equal to the roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures gain the same resistance as the first creature for the same duration.
Mark of Stingers
When the creature you have marked with this mark makes an attack and hits, you can use your reaction to expend 1 mark use to force the creature to make a DC {{savedc:con}} Constitution saving throw or be poisoned. Roll a mark die. The creature is poisoned for as many rounds equal to the number rolled, or until they succeed a Constitution saving throw at the end of their turn.
Boost. Choose up to two creatures within 5 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Strength
When the creature you have marked with this mark makes an attack, you can use your reaction to expend 1 mark use, rolling a mark die and adding the roll to that creature's attack roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next attack roll. This effect wears off in one minute if not used.
Mark of Success
When the creature you have marked with this mark makes an ability check, you can use your reaction to expend 1 mark use, rolling a mark die and adding the roll to that creature's ability check.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next ability check. This effect wears off in one minute if not used.
Mark of Swiftness
As an action you can expend 1 mark use, allowing a creature that you have marked with this mark to take the disengage or dash as a bonus action. Roll a mark die. The effect lasts for a number of rounds equal to the roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures are subject to the affects of this mark as well.
Mark of Toxins
When the creature you have marked with this mark makes an attack and hits you can use your reaction to expend 1 mark use, rolling a mark die and dealing additional poison damage equal to your roll.
Boost. Choose up to two creatures within 10 feet of the first. Those creatures can add a mark die to their next damage roll. The type of damage is poison. This effect wears off in one minute if not used.
Mark of Venom
When the creature you have marked with this mark makes an attack and hits, you can use your reaction to expend 1 mark use to force the creature to make a DC {{savedc:con}} Constitution saving throw or be stunned. Roll a mark die. The creature is stunned for as many rounds equal to the number rolled, or until they succeed a Constitution saving throw at the end of their turn.
Boost. Choose up to two creatures within 5 feet of the first. Those creatures are subject to the affects of this mark as well.
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