Sorcerous Origins

The Living Hive

Your magical prowess isn’t fueled by an ancestral connection to a dragon, mythical family bloodline, or elemental affinity but is siphoned from a swarm of magical insects that calls you home. As a child you stumbled into a special species of magical insects. These could be ants, hornets, wasps, beetles, or locust. Regardless of which species, your initial meeting with these insects quickly turned into a violent communion transforming your body in a living hive of powerful magic.

Symbiotic Relationship

The magical insect swarm who calls your body home imbues you with powerful magical abilities, allowing you access to certain spells. Hive spells don't count against the number of spells you know and you gain access to these spells at the sorcerer levels listed below.

If you gain a hive spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Hive Spells

Sorcerer Level Spells 1st Detect Poison and Disease, Inflict Wounds 3rd Barkskin, Locate Animals and Plants 5th Stinking Cloud, Vampiric Touch 7th Blight, Giant Insect 9th Commune with Nature, Insect Plague

Unleash the Swarm

Starting at 1st level, your command over your swarm forms allowing you to unleash them onto a target. As a bonus action, you can cause a creature within 10ft to make a dexterity saving throw against your sorcerer spell save DC. On a failed save the target suffers 2d4 piercing damage, half damage on a success. The piercing damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

This attack's damage increases by 1d4 when you reach 6th level (3d4), 14th level (4d4), and 18th level (5d4). Once you use this feature, you can’t use it again until you finish a short or long rest.

Exoskeleton

Your body has undergone physical change, hardening to add another layer of defense against attackers. Starting a 1st level, while you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. Additionally, you have advantage on saving throws against poison and gain resistance to poison damage.

Enhanced Swarm

Starting at 6th level, when you cast a spell of 1st level or higher you can spend sorcery points to invigorate the swarm within you. Commanding your swarm to absorb incoming damage, you may spend 4 sorcery points to cast the spell Stoneskin as a bonus action.

Additionally as a bonus action, you may spend 1 sorcery point to send a small portion of your swarm to attach itself to a creature of your choosing within 60ft. The small swarm tracks the creature granting you absolute knowledge of its whereabouts within 500ft for up to 1 hour. You can only track one creature at a time.

Neurotoxin

At 14th level, your insect swarm evolves and creates a deadly neurotoxin. When you use your Unleash the Swarm feature and the target fails their Dexterity save they must make a Constitution saving throw against your sorcerer spell save DC or become paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Additionally, your Exoskeleton has grown stronger granting you immunity to the poisoned condition.

Queen of the Swarm

At 18th level your swarm has accepted you as their queen, enhancing all your swarm features. While under the effects of the spell Stoneskin cast using your Enhanced Swarm feature you gain resistance to all damage. Additionally, When you attack a creature you’re currently tracking it takes bonus necrotic damage equal to your total charisma score.