Subclass: Sorcerer -- Worm That Walks in New World - Dragonsmoke Archipelago | World Anvil

Subclass: Sorcerer -- Worm That Walks

The Worm That Walks

T   he worm that walks is a supernatural hive mind formed of tiny worm-like creatures whose collective consciousness enables it to wield magic. The worms knit themselves tightly together to mimic a humanoid form, such that they appear to be a scarred and disfigured member of a humanoid race. They learn to emulate the characteristics of this preferred form, eventually identifying their collective consciousness with it. Typically, a worm that walks will wear a mask or other face covering as well as gloves and concealing clothing to avoid revealing its true nature.  

Worm That Walks

At 1st level, your unnatural composition grants you certain benefits. Each worm in the collective is constantly watching for danger. You gain proficiency in the Perception skill if you do not already have it, and can add twice your proficiency bonus to Wisdom (Perception) checks. You are also immune to the frightened condition.  

Swarm Form

Also at 1st level, you can discorporate your body into a swarm of worms as a bonus action. You take on the characteristics of a Swarm of Worms (as shown in this document). Some of the swarm form's statistics are based on your Proficiency Bonus (PB), as shown in the creature stat block. You cannot cast spells while in swarm form, and any equipment you are wearing or carrying merges with your swarm form. You return to your humanoid form when your swarm form is reduced to 0 hit points, and any damage in excess of your swarm form's hit points is deducted from your hit points. You also revert after 10 minutes, or as an action on your turn.   Once you have used this feature, you cannot use it again until you finish a short or long rest.
 

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Swarm of Worms

Large beast, unaligned
Armor Class: Armor Class 10+PB (natural armor)
Hit Points: Hit Points 10 + (your Sorcerer level) + (PB * 2)
Speed:

STR

2 -4

DEX

10 +0

CON

10 +0

INT

-5

WIS

-5

CHA

-5

Damage Resistances: (from 6th level onward) Bludgeoning, Piercing, and Slashing from non-magical weapons
Condition Immunities: Grappled, Prone, Restrained

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny humanoid. The swarm can’t regain hit points or gain temporary hit points

Actions

Infestation. Melee Weapon Attack: +3+PB to hit, Reach 0ft, one creature in the swarm's space. Hit: The target is infested by PB / 2 worms (rounded down). At the start of each of its turns, the target takes 1d6 piercing damage per worm infesting it. A creature that is already infested instead takes 1d4 piercing damage when it is hit by this attack.   A creature can apply fire to the wound as an action, ending this effect on itself or another affected creature.

The Swarm Form counts as a Large swarm of Tiny beasts   You retain your Intelligence, Wisdom and Charisma scores, and the Swarm's speed is equal to half of your speed.
 

Commune with the Hive Mind

At 6th level, you can cast speak with animals and animal messenger without expending a spell slot, but only interacting with invertebrates. In addition, you can cast commune with nature once using a Sorcerer spell slot. You cannot cast it again until you finish a long rest. These spells are Sorcerer spells for you, but do not count toward your spells known.  

Swarm Body

Also at 6th level, your body is able to anticipate and move around weapon attacks to lessen their impact. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.  

Mutable Form

At 14th level, you can dissemble and reassemble the worms that make up your body into new shapes. You can cast polymorph, targeting yourself, once per long rest without expending a spell slot. More worms are summoned to you to compensate for larger forms, and similarly, some worms are dismissed when you take on a smaller form. You can also cast alter self at will, without expending a spell slot.  

Improved Swarm Form

Also at 14th level, you can use an action while in swarm form to cast a spell with a casting time of 1 action. You cannot take this action if you have moved on your current turn. After taking this action, your speed is 0 until the start of your next turn.  

Aura of Fear

At 18th level, you can expend 4 Sorcery Points as an action to exude an aura of fear. For 1 minute or until you lose concentration (as if you were concentrating on a spell), creatures of your choice that start their turn within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature is frightened of you until the aura ends. A creature that succeeds this saving throw is immune to your Aura of Fear for the next 24 hour

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