You pledge your body and soul to a skittering, swarming power. Your body is a home to a hive of crawling and buzzing insects, that act as your conduit for the profane power of a god or demon.

The following spells are added to the warlock spell list for you.

At 1st level, your swarm can feed itself, and you, off the bodies of your enemies. As a bonus action, you can send your swarm to strip the flesh off a corpse of a creature that isn't a construct, ooze, plant or undead within 30 feet of you. You gain hit points equal to your Charisma modifier and advantage on your next savings throw or attack. You cannot feed again until you use your advantage on savings throw or attacks.

At 6th level, you can send out the swarm to harry your foes. As an action, your swarm appears as a 10-foot-radius cloud within 60 feet of you. The swarm remains for 1 minute, making the area heavily obscured for creatures other than you. If a enemy creature enters the swarm the first time on a turn or starts it's turn in it, it takes 3d4 piercing damage. Creatures that are reduced to 0 hit points but this damage are effected by Devour. As a bonus action, you can move the center of the swarm 20 feet. A wind of at least 10 miles per hour disperses the swarm and ends the effect. You can't use this ability until you complete a long rest.

At 10th level, you and your swarm's consciousness have melded together, for better or worse. You gain resistance to psychic damage. As well, if you make a savings throw against being charmed or frightened, you can choose to automatically succeed. You regain this feature after a short or long rest.

Abomination

At 14th level, you become a avatar of your a god to your swarm, and a crawling horror to your enemies. As an action, you become a humanoid swarm of buzzing insects, and gain the following benefits:

• You gain temporary hit points equal to 6d8 + your warlock level. This feature ends when you lose all of these temporary hit points or after 1 minute. You may also leave this form as an action.

• You can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for small insects. The first time you occupy a creature's space forces it to make a Constitution savings throw or take 3d10 piercing damage and be pushed 5 feet backwards.

• If a creature damages you on its turn, it takes 2d10 piercing damage and make a Wisdom savings throw or be frightened for 1 minute.

• Any critical hit against you becomes a normal hit.

• You are unable to speak.

You can't use this ability to until you finish a long rest.