LGtC:Conclave of Vermin

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A Bosmer warden weaves together strands of the future.

Conclave of Vermin

Surrounding themselves with arachnids, rodents, and other pests, wardens of the Conclave of Vermin— sometimes known as Vermincallers—find comfort in being part of a swarm. They are masters of breeding and keeping an array of tiny, dangerous creatures, which they use to enact their will.

Perhaps influenced by the work of the Altmer mage Kornalus Frey, or Servos and Merilar Rendas, Vermincallers infuse these tiny critters with alchemical serums and enchantments to transform them into dangerous companions or volatile weapons.

Conclave of Vermin Features
Level Feature
2nd Conclave Spells, Verminous Swarm
6th Elemental Infusion, Blighter's Bond
10th Infused Blood
14th Protection of the Swarm

Conclave Spells

2nd-level Conclave of Vermin feature

Your magical connection to vermin and swarms grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Conclave of Vermins Spells table.

Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you.

Vermin Conclave Spells
Warden Level Conclave Spells
3rd protection from poison, acid arrow
5th protection from energy, stinking cloud
7th blight, giant insect
9th contagion, insect plague

Verminous Swarm

2nd-level Conclave of Vermin feature

You’ve magically bonded with a swarm of vermin, which follows you around, and remains in your space while they crawl and skitter on or around you. You determine what type of vermin you’ve bonded with, or you can generate them by rolling on the Favored Vermin table below. You might have a single type of vermin that you prefer, or you could have an array of creatures with you.

Favored Vermin
d6 Vermin
1 centipedes
2 fetcherflies
3 rats
4 scorpions
5 snakes
6 spiders

Once on each of your turns, you can use a bonus action to have the vermin from your swarm attack a creature within 30 feet of you. The vermin makes an attack using your spell attack modifier. On a hit, the target takes 1d6 piercing damage.

Additionally, as an action, you can expend one use of your Mark of Balance feature to magically shape your swarm into a Small swarm of Tiny beasts. You determine the form it takes. Some vermin swarms resemble the creatures that make up the swarm, such as a Small spider made up of a swarm of tiny spiders, or a Small hand made up of writhing scorpions.

This Small swarm forms in an unoccupied space of your choice within 5 feet of you and obeys your commands. See this creature’s game statistics in the Vermin Swarm stat block, which uses your proficiency bonus (PB) in several places.

In combat, the vermin swarm shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin swarm can take any action of its choice, not just Dodge.

Vermin Swarm
Small swarm of Tiny Beasts

Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your warden level
Speed 30 ft., climb 30 ft.

STR AGI END INT WIL PER
12 (+1) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 10 (+0)

Damage Immunities poison
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses passive Perception 12
Languages
Challenge —        Proficiency Bonus (PB) equals your bonus

Swarm Form. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature.

Actions

Bite/Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB piercing damage.

Writhing Swarm. The swarm wraps around a creature within its space. The creature must succeed on a Strength saving throw against your spell save DC or take 1d6 + PB piercing damage and be restrained. The swarm has advantage on attacks against a creature restrained in this way.

Found In: Conclave of Vermin


The vermin swarm remains in this form for 1 hour, until it is reduced to 0 hit points, until you use this feature to form the swarm again, or until you die.

Elemental Infusion

6th-level Conclave of Vermin feature

You have learned to magically infuse your swarm with elemental energy. When you use a bonus action to command your vermin swarm to attack, you can change the damage it deals to cold, fire, lightning, or poison damage instead of piercing. The next time the vermin swarm hits with an attack, it deals this type of damage. You can use this feature a number of times equal to your Willpower modifier, and you regain all expended uses when you finish a short or long rest.

Blighter's Bond

6th-level Conclave of Vermin feature

When you spend at least 1 minute interacting with a Tiny beast, you can attempt to create a magical bond with them. The target must succeed on a Willpower saving throw against your spell save DC or become charmed by you for the next hour as though you had cast the charm person spell on it.

Infused Blood

10th-level Conclave of Vermin feature

You create a bond with the elemental energy of your infusions. When you finish a long rest, choose cold, fire, lightning, or poison. You gain resistance to this type of damage until you finish your next long rest. Your vermin swarm also gains this resistance.

Protection of the Swarm

14th-level Conclave of Vermin feature

When you see a creature take damage from an attack that deals cold, fire, lightning, or poison damage, you can use your reaction and expend a use of your Elemental Infusion feature to protect that creature. As part of this reaction, your vermin swarm can move up to 15 feet. If the swarm ends their movement in the space of another creature, the swarm can envelop the creature and grant it resistance to the triggering damage type until the start of their next turn.