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Summon Swarm

3rd-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a rat’s skull, a wasp’s nest, quipper teeth, and raven feathers in a golden bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You call forth a swarm of tiny bestial spirits. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarming Spirits stat block. When you cast the spell, choose a swarm type: Insectoid, Rodents, Winged, or Swimming. The swarming creatures resemble a swarm of animals of your choice that has the aspects of the swarm type, which determines certain traits in its stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Swarming Spirits

Medium swarm of tiny beasts

Armor Class 3 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 2 (-4)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 10
Languages understands the languages you speak

Special Traits

  • 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 insect. The swarm can’t regain hit points or gain temporary hit points.
  • Blood Frenzy (Swimming only). The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Water Breathing (Swimming only). This swarm can breathe only underwater.

Actions

  • Stings (Insectoid only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 4d4 + the spell’s level piercing damage, or 2d4 + the spell’s level piercing damage if the swarm has half of its hit points or fewer. On a hit, a creature must succeed on a Constitution saving throw or take 4d4 poison damage.
  • Diseased Bites (Rodent only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 4d6 + the spell’s level piercing damage, or 2d6 + the spell’s level piercing damage if the swarm has half of its hit points or fewer. On a hit, the target must succeed on a Constitution saving throw or be diseased for 1 hour. While diseased, a -1 to ability checks.
  • Bites and Claws (Flying only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 + the spell’s level piercing damage and 2d6 + the spell’s level slashing damage, or 1d6 + the spell’s level piercing damage and 1d6 + the spell’s level slashing damage if the swarm has half of its hit points or fewer. On a hit, the target must succeed on a Wisdom saving throw or have disadvantage on Perception (Wisdom) checks relying on sight.
  • Vicious Teeth (Swimming only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one creature in the swarm’s space. Hit: 4d6 + the spell’s level piercing damage, or 2d6 + the spell’s level piercing damage if the swarm has half of its hit points or fewer.
Section 15: Copyright Notice

Desmeena’s Anthology of Spellcasting Copyright 2020 Loremaster’s Archives of Wonder Publishing Author: Dev Waslusky

Section 15: Copyright Notice

Desmeena’s Anthology of Spellcasting Copyright 2020 Loremaster’s Archives of Wonder Publishing Author: Dev Waslusky