The document provides information on the Swarm-that-walks class, which allows one to control swarms of insects and small animals. At 1st level, the player chooses to be linked with spiders, wasps, or rats, gaining abilities related to that choice. As they level up, they can command larger swarms to invade battlefields and gain defensive abilities like adding swarm numbers to AC. The class utilizes swarms to attack, gain hit points, and even see through their eyes from a distance.
The document provides information on the Swarm-that-walks class, which allows one to control swarms of insects and small animals. At 1st level, the player chooses to be linked with spiders, wasps, or rats, gaining abilities related to that choice. As they level up, they can command larger swarms to invade battlefields and gain defensive abilities like adding swarm numbers to AC. The class utilizes swarms to attack, gain hit points, and even see through their eyes from a distance.
The document provides information on the Swarm-that-walks class, which allows one to control swarms of insects and small animals. At 1st level, the player chooses to be linked with spiders, wasps, or rats, gaining abilities related to that choice. As they level up, they can command larger swarms to invade battlefields and gain defensive abilities like adding swarm numbers to AC. The class utilizes swarms to attack, gain hit points, and even see through their eyes from a distance.
Thugs surround a lone merchant on the road. The fool was
probably too stingy to hire guards, it will be his last mistake. Confident, they approach the traveler. But something feels weird. He should be affraid, running for his life of imploring the bandits to be spared. But that's not the case, instead he simply look at them with a grim smile before raising his toward the pillagers' leader. A brief moment of incomprehension seizes the thug before seeing dozens of flying insects coming from under the merchant's cloak. They don't have time to flee, they are already engulfed in a torrent of flesh-eating locusts. They try to run, but just a few minutes are enough to leave only steel and bones where de bandits were standing. With a simple mind command, the traveler calls back the swarm, who returns hiding under his cloak, already waiting eagerly the next meal. Living hives Once mortal, the walking swarms are now something else, something merged with insects, arachnids or critters by some dark magic. Contrary to druids, you bend the forces of nature to your will and use it to serve your designs, whatever they are. Living alone far from any civilization in secluded caves or in an abandoned house in the middle of a big city, Swarms find new way to hide their powers to those who would consider them unholy or heretic. In rare cases, multiple Swarms may live at the same place, but it usually do not last long as they tend to devour everything in their way when they are unleashed. Masters of millions Swarms command a multitude of tiny and deadly animals to control the battlefield, make their ennemies bend under the number or to spy one peole without unwanted attention. (a) a dungeoneer's pack or (b) an explorer's pack Leather armor, thieves tools (if proficient), a light The Swarm-that-walks crossbow and a quiver of 30 bolts Proficiency Swarm Linked animal Level Bonus Features number 1st +2 Linked animal, Invasion 1 At 1st level, you choose which type of animal you have tied a link with: Spiders, Wasps or Rats, each of which is detailed at 2nd +2 Shield of locusts, Storm of 1 the end of the class description. Your choice grants features a critters 1st level when you choose it and then again at 6th, 9th and 3rd +2 Life sustenance 2 11th levels. 4th +2 Ability Score Improvement 2 Invasion 5th +3 Magic nature, Hive body (1 2 use) At 1st level, you can control your animals by the force of will and make them storm the battlefield. The number of swarm 6th +3 Linked animal feature 3 you have depends on your level in this class, as shown in the 7th +3 Thousands of eyes (1 use) 3 Swarm class table. 8th +3 Ability Score Improvement 3 As an action, you can command your any number of your swarms to lash out of your body or your clothes to invade the 9th +4 Linked animal feature 3 battlefield, they each appear in spaces within 15 feet of you. 10th +4 Hive body (2 use) 3 You control them (no action required) and act just after you in the turn order. Your swarms' statistics depend on your linked 11th +4 Linked animal feature 4 animal and are shown at the end of the class description. 12th +4 Ability Score Improvement 4 Your swarms are considered your allies but not those of the 13th +5 Astrological Botany 4 other member of your party and do not occupy their space. They can never be further than 60f from you, otherwise they 14th +5 Ability Score Improvement, 4 instantly come back on your body. Divinatory Mineralogy As a bonus action, you can call your swarms to you and 15th +5 Spiritual Biochemistry 4 those you choose runs back to you instantly. 16th +5 Ability Score Improvement 5 Any dead swarm comes back after you've taken a short rest. Alternatively, you can create new ones using a bonus 17th +6 Nuclear Illusionism 5 action and taking 1d6 + your Swarm-that-walks level piercing 18th +6 Biochemical Sorcery 5 damage per swarm created this way. This damages cannot be reduced in any way, as they are borndirectly from pieces of 19th +6 Ability Score Improvement 5 you body. As always, you can never have more swarms that 20th +6 Divinatory Mineralogy 5 what is shown in the class table. Shield of locusts At 2nd level, your animals protect you form incoming attacks. As long as you are wearing a light armor with no shield or no Class Features armor at all, you can now add the number of swarms you currently have on you to your armor class (those you are As a Swarm, you gain the following clas features: using with your invasion feature do not count). Hit Points Hit Dice: 1d10 per swarm level Hit Points at 1st Level: 10+ your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier par swarm ldevel after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving throws: Dexterity, Charisma Skills: Choose three from Acrobatic, Animal Handling, Deception, Intimidation, Nature, Perception and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background; (a) a quaterstaff or (b) a handaxe or (c) a rapier (if proficient) (a) a sickle or (b) two daggers Storm of critters Whenever something requires a target to make a saving throw, the D.C. equals 8 + your proficiency bonus + your At 2nd level your swarms can run or fly around you and dexterity modifier. This feature lasts for 1 minute and you can attack your ennemies. As an action, you can create a storm use it once per long rest. You gain another use at 10th level with your swarm, when a creature ends its turn wihtin 20 feet and again at 16th level. of you, you can deal it 1d4 point of piercing damage per swarm you have on you (those you are using with your Thousands of eyes invasion feature do not count). You can end this effect using a At 7th level, you can temporarily transfer your bonus action. counsciousness into one of your swarm. As an action, you can While in this form, your swarms can't be targeted, but each begin to see through all of the creatures's that compose your time they would take damage from an area of effect, one of swarm. During this time, you are deaf and blind in regards to them dies. If you can see the point of origin of such area, you your own senses. While you see through your swarm's eyes, can use your reaction to make a dexterity saving throw with you can move it up to 1 mile away from you, it instantly the same D.C. as the area of effect, if it doesn't have any the comes back if you severe the connection. The swarm can be D.C. is 10. If you succeed, you manage to call back your back scattered enough not to raise the attention if it moves slowly, swarms, leaving them unharmed but ending the effect of but if it goes quickly or toward a specific point not far, people storm of critters. can notice something weird with a successful Intelligence Life sustenance (Investigation) check (D.C. determined by the DM, depending on the situation). The swarms eat everything they can, and it nourrishes you You can use this feature once per long rest and once more too. Starting at level 3, when an enemy one of your swarms is at 13th level and again at 15th level. on dies or is killed by them, you can regain 1d10 + your Swarm-that-walks level hit points. You can use this feature a number of time equal to your Constitution modifier et regain all expended uses on a long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th. and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Magic nature Starting at 5th level, any damage dealt by your swarms are now considered magical for the purpose of overcoming resistance. Hive body At 5th level, you can can call on your swarms surround you, making your physical body disapear. As an action, you adopt yourself the form of a swarm along with all the equipment you're wearing for a limited time. While in this form, you gain resistance to Bludgeoning, piercing and slashing damage. You cannot attack, but can eventually do other things with your action determined by your DM. Your walking speed increases by 10 feet and you are not affected by difficult terrain. You no longer occupy your space, and when you end your turn on another creature's space, you can cause one of these effects: You deal it 2d6 + your Dexterity modifier magical piercing or slashing damage (your choice). It must succeed on a dexterity saving throw or become blinded until the end of your next turn. It must succeed on a dexterity saving throw or see its speed halved until the end of your next turn. If it is hit by an attack, you can use your reaction to take it instead of the creature. All of the attack's effects happen as if you were the one who was targeted.