Bloodline of Beast Whisperer (5e Subclass)
From D&D Wiki
Bloodline of Swarmkeeper[edit]
Sorcerer Subclass
"A red skin "halfling" is talking to a pair of mice on her shoulder, one mouse per shoulder. Suddenly, a goblin from blue team ambushes the group. In fury of the attack, the mice took a big bite out of the aggressive goblin. The "halfling's" quarterstaff glows and ice covers the wood. As a mouse tail grows out of the "halfling", she swings hard to finish the goblin's life. Looking around, the "halfling" spots green team and red team goblins working together to salvage this ambush. The "halfing" crouches down and release a swarm of mice that were hidden in the multiple hand sewn pockets. The goblin freak out as the swarm of mice bite at their ankles."
- Story from a group of lost adventurers.
- Gathered Swarm
At 1st level, a swarm of quick tiny beasts has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and climbing around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
1d6 | Appearance |
---|---|
1 | Birds using your hair as a literal bird nest |
2 | Tiny snakes wrap around you to creating living necklace and bracelets |
3 | Hamsters poking out, with their cute nose, out of your pockets |
4 | Lizards cling to your legs for warmth |
5 | Bats hang inside and outside your backpack |
6 | Frogs rest on your shoulder. |
Your swarm does not like evil creatures approaching you. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
- Beastial Magic
Also at 1st level, you swarm learned a thing or two from druids. As long as your tiny beast friends are with you, you have these benefits:
- You know the Magic Stones or Shillelagh cantrip.
- Choose one 1st level druid spell of your choice. It counts as a sorcerer spell for you, and it doesn't count against the number of spells you can know.
- You can cast the chosen druid spell without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you pick a ritual spell, like speak with animals, you can cast it at will.
- Beastial Fury
At 6th level, you are tired of tiny creatures being picked on. You channel your fury and magic to prove others that they are wrong. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your sorcerer level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Constitution saving throw, and if the saving throw fails, the target is poisoned of you until the end of your next turn.
- You are immune to the poisoned condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Beastial Fury reflects some aspect of your swarm. For example, your form could be tall ears, bucked teeth, and cotton tail, suggesting your swarm is rabbits.
- Spreading Swarm
At 14th level, you gain the ability to send your swarm to an area of your choosing. As a bonus action while your Beastial Fury feature is active, you can send part of your swarm up to 30 feet away, where they aggressively protect the area in a 10-foot diameter for 1 minute. The swarm disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Beastial Fury feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Gathered Swarm damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the swarm persists, you can't use your Gathered Swarm reaction.
- Swarm Husk
Starting at 18th level, Your swarm really, really does not like it when their home, you, is dying. You have resistance to poison damage. If you are transformed using your Beastial Fury, you instead become immune to poison damage.
In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. Sensing your life almost reach its end, the swarm goes berserk and rush out of your body. Each creature of your choice that is within 30 feet of you takes 6d10 poison damage. Once you use this reaction, you can’t do so again until you finish a long rests.
Back to Main Page → 5e Homebrew → Character Options → Subclasses [[Category:Sorcerer