Otherworldly Patron - The Swarm

by Frootbat

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The Swarm

Your patron isn't a supremely powerful being, but rather a collection of smaller forces, that when working in unison, can rival the most terrifying creatures in the multiverse. You have joined this collective, willingly or not. These patrons often have the goal of expanding their nest or their swarm, and range from primitive beasts to scheming conquerors. Examples of this patron include, a swarm of spiders from the demon brood of Lolth, a creature made from eye covered maggots from The Far Realm or a council of powerful Pixie's from The Feywild.

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.

Swarm Expanded Spells
Spell Level Spells
1st faerie fire, grease
2nd spike growth, web
3rd erupting earth, spirit guardians (deals piercing damage)
4th arcane eye, giant insect
5th bigby's hand , insect plague

Vermin Friend

At 1st level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming otherworldly spirits.
Additionally, you can communicate telepathically with any tiny or smaller creature within 30 feet of you, and it can respond telepathically, regardless of language.

Gathered Swarm

Also at 1st level, a swarm of intangible otherworldly spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarming Dispersal

Starting at 6th level, as an reaction to being hit by an attack made by a creature you can see, you can disperse into the swarm and appear at a point you can see within 60 feet, causing the attack to miss you.
Once you use this feature, you can't use it again until you finish a short or long rest.

Mighty Swarm

Starting at 10th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 2d6.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

One with the Swarm

At 14th level, you gain the ability merge with the swarm more effectively. As an action, you can burst into a swarm of spirits, gaining the following benefits for 1 hour or until you end the effect as an action.

  • You gain resistance to bludgeoning, piercing and slashing damage
  • You gain a flying speed equal to your walking speed, and can hover.
  • You can move through any gap 1 inch or larger, and you cannot be grappled or restrained.
  • When you use gathered swarm, you can apply two effects at the same time.

Once you use this feature, you can't use it again until you finish a long rest.

 

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