#### Swarming Power
At level 6, You gain further power from the path of your choice. You must choose the same path as you chose at level 3.
##### Secrets - Rodent Insight Your rodent network grants you insight into everyone around you. After talking to someone for 1 minute you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Armour class - Charisma score - Constitution score - Intelligence score - Total class level (if any) Once you have done this to someone, you gain advantage on Deception, Insight and Persuasion rolls against the target.
Once you use this ability, you can't use the feature again until you finish a short rest.
##### Secrets - Rodent Insight Your rodent network grants you insight into everyone around you. After talking to someone for 1 minute you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Armour class - Charisma score - Constitution score - Intelligence score - Total class level (if any) Once you have done this to someone, you gain advantage on Deception, Insight and Persuasion rolls against the target.
Once you use this ability, you can't use the feature again until you finish a short rest.
##### Devastation - Pestilence Bringer
Your Swarm can spread devastating pestilence around you. As an action you can force every creature of your choice within 35ft of you to make a Constitution saving throw or be poisoned and gain one level of exhaustion. The creatures that succeed on this save are poisoned until the end of their next turn.
The creatures that failed the save may re-roll it at the end of each of their turns. For each failed roll after the first, they take 3d6 poison damage. If they roll a natural 1 while making subsequent constitution saves against this ability, they gain an additional point of exhaustion.
Once you use this ability, you can't use the feature again until you finish a long rest.
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The creatures that failed the save may re-roll it at the end of each of their turns. For each failed roll after the first, they take 3d6 poison damage. If they roll a natural 1 while making subsequent constitution saves against this ability, they gain an additional point of exhaustion.
Once you use this ability, you can't use the feature again until you finish a long rest.
#### Powerful Swarm
At level 10, you gain an additional ability on your chosen path, You must choose the same path as you chose at level 3 and 6.
##### Secrets - Eyes in Every Room
Your agents are everywhere. Once per long rest you may cast Scrying without using a spell slot or material components. While Scrying, instead of looking through an invisible sensor, you instead look through the many eyes of your rodent agents near them. If they are somewhere that rodents wouldn't reasonably be, the spell is instead cast as written.
If you use this ability on a target that is currently marked with your Spying Eyes ability, the target is unable to save against being observed.
Additionally, once per long rest, you are able to plant a swarm in a location. While your swarm is in this location, you are able to scry on that location once per short rest without using a spell slot or material components.
The swarm stays in the room until you place a new swarm in a different location or if they are discovered. ##### Devastation - Summon the Swarm You can summon the swarm to surround and destroy your enemies. Once per short rest you can summon your swarm for a total of 1 minute in one of two ways:
**Concentrated Swarms:** You summon 5 Swarms of Rats (MM339) in unoccupied spaces within 40ft of you. These Swarms of Rats roll their initiatives and will spend their turns attacking nearby creatures that you don't consider allies. You may use your bonus action to command the swarms.
**Surrounding Swarms:** The swarm spreads out in a 40ft radius of you. For each creature you don't consider an ally, the radius is considered difficult terrain and they take 1d12 poison damage for every 5ft they move as the rats attack them as they walk past.
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If you use this ability on a target that is currently marked with your Spying Eyes ability, the target is unable to save against being observed.
Additionally, once per long rest, you are able to plant a swarm in a location. While your swarm is in this location, you are able to scry on that location once per short rest without using a spell slot or material components.
The swarm stays in the room until you place a new swarm in a different location or if they are discovered. ##### Devastation - Summon the Swarm You can summon the swarm to surround and destroy your enemies. Once per short rest you can summon your swarm for a total of 1 minute in one of two ways:
**Concentrated Swarms:** You summon 5 Swarms of Rats (MM339) in unoccupied spaces within 40ft of you. These Swarms of Rats roll their initiatives and will spend their turns attacking nearby creatures that you don't consider allies. You may use your bonus action to command the swarms.
**Surrounding Swarms:** The swarm spreads out in a 40ft radius of you. For each creature you don't consider an ally, the radius is considered difficult terrain and they take 1d12 poison damage for every 5ft they move as the rats attack them as they walk past.
#### Unstoppable Swarm
From level 14, your mastery over the swarm allows you to altar the gifts of the Rat King. After each long rest, you are able to choose between the secrets and the Devastation path.
When you change between the paths, any long term abilities (such as Eyes in Every Room) remain but are unaccessible while in the other path. #### Additional Eldritch Invocations These Eldritch Invocations all require the Rat King Patron ##### Eldritch Pestilence Your Eldritch Blast now deals poison damage ##### Royal Familair *Prerequisite: Pact of the Chain.*
You can adopt The Rat Prince as one of your Familiar forms
___ ___ > ## Rat Prince >*Small Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 8 (2d8) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|2 (-4)|10 (+0)|4 (-3)| >___ > - **Saving Throws** saving_throws Constitution +3 > - **Skills** Perception +2, Stealth +5 > - **Senses** Darkvision 60 Ft., passive Perception 10 > - **Languages** Understands Common but cannot speak > - **Challenge** 1/4 (50 XP) > ___ > > **Keen Senses.** The Rat Prince has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > > **Limited Telepathy.** The Rat King can magically communicate simple ideas telepathically with any creature within 10 ft. of it that can understand a language. > > ### Actions > > ***Bite.*** *Melee Weapon:* +5, Reach 5ft., one target. *Hit:* (1d4+3 piercing damage) > > ***Pestilence Pierce.*** *Melee Weapon:* +5, Reach 5ft., one target. *Hit:* (1d4 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake
When you change between the paths, any long term abilities (such as Eyes in Every Room) remain but are unaccessible while in the other path. #### Additional Eldritch Invocations These Eldritch Invocations all require the Rat King Patron ##### Eldritch Pestilence Your Eldritch Blast now deals poison damage ##### Royal Familair *Prerequisite: Pact of the Chain.*
You can adopt The Rat Prince as one of your Familiar forms
___ ___ > ## Rat Prince >*Small Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 8 (2d8) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|2 (-4)|10 (+0)|4 (-3)| >___ > - **Saving Throws** saving_throws Constitution +3 > - **Skills** Perception +2, Stealth +5 > - **Senses** Darkvision 60 Ft., passive Perception 10 > - **Languages** Understands Common but cannot speak > - **Challenge** 1/4 (50 XP) > ___ > > **Keen Senses.** The Rat Prince has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > > **Limited Telepathy.** The Rat King can magically communicate simple ideas telepathically with any creature within 10 ft. of it that can understand a language. > > ### Actions > > ***Bite.*** *Melee Weapon:* +5, Reach 5ft., one target. *Hit:* (1d4+3 piercing damage) > > ***Pestilence Pierce.*** *Melee Weapon:* +5, Reach 5ft., one target. *Hit:* (1d4 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake