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Vermin Lord

Grow Powerful from Strength in Numbers

Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them battle greater evils. For many of these Rangers, that greater evil is some kind of societal ill, but a rare few see their fellow Humanoids as an infestation that threatens the natural world. Regardless of their goal, they make their homes in sewers, slums, and other forgotten places where they are free to plot against their enemies and tend to their verminkin.

Features

Level 3: Verminkin

You can comprehend and verbally communicate with Tiny Beasts.

As a Magic action, you can expend a spell slot to summon vermin swarms. You summon a number of swarms equal to the slot’s level for 1 hour. Each swarm is summoned to an unoccupied space you can see within 30 feet of yourself. A swarm uses the Swarm of Vermin stat block.

In combat, each swarm acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can command each swarm with a single Bonus Action.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Swarm of Vermin
MEDIUM BEAST UNALIGNED

Armor Class: 11 + the spell level

Initiative: +1 (11)

Hit Points: 5 + 10 per spell level (the swarm has Hit Dice [d8s] equal to the spell’s level)

Speed: 30 ft., Climb 30 ft.

Challenge: 0 (XP 0; PB PB equals your Proficency Bonus)
    MOD SAVE
STR 9 -1 -1
DEX 13 +1 +1
CON 12 +1 +1
    MOD SAVE
INT 2 -4 -4
WIS 10 +0 +0
CHA 5 -3 -3

Resistances: Bludgeoning, Piercing, Slashing

Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 30 ft, Passive Perception 10

Languages: Understands the languages you know


Traits

Pack Tactics. The swarm has Advantage on an attack roll against a creature if at least one of the swarm’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Swarm. The swarm can enter and occupy the space of another creature and vice versa, and the swarm can move through any opening large enough for a Tiny Beast.


Actions

Bites. Melee Attack Roll: Bonus equals your spell attack modifier, reach 0 ft. Hit: 2d6 + 1 + the spell’s level Piercing damage.

Level 3: Swarming Strikes

As a Bonus Action, you can command all of your swarms to make an Attack action instead of just one. Alternatively, a single swarm can attack twice instead of once when it takes the Attack action.

You can use this feature a number of times equal to your Wisdom modifier plus your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Level 3: Vermin Lord Spells

When you reach a Ranger level specified in the Vermin Lord Spells table, you thereafter always have the listed spells prepared.

Vermin Lord Spells
Ranger LevelSpells
3Consumption
5Animal Messenger
9Flash Fever
13Freedom of Movement
17Contagion

Level 7: Filth and Fortitude

The time you’ve spent with plague-bearing rodents has rendered you immune to the Poisoned conditions. Additionally, you gain proficiency in Constitution saving throws.

Level 11: Infectious Spread

When you use Swarming Strikes, each swarm that takes the Attack action makes one additional attack. Each creature damaged by a swarm's attack during this action has the Poisoned condition until the start of your next turn.

Level 15: Strength of the Swarm

You can call on your rodent minions for defense. When you take damage from a creature you can see within 10 feet of yourself, you can take a Reaction to direct the damage toward a swarm you control you can see within 5 feet of yourself.


Created by

Ceadeus.

Statblock Type

Subclass

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